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src/game/ecs/entity/play/entity_goodie.h create mode 100644 src/game/ecs/entity/play/entity_shadow.c create mode 100644 src/game/ecs/entity/play/entity_shadow.h create mode 100644 src/game/ecs/entity/play/entity_wave.c create mode 100644 src/game/ecs/entity/play/entity_wave.h diff --git a/CMakeLists.txt b/CMakeLists.txt index 76ae44e..33c0856 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -14,7 +14,9 @@ file(GLOB src "${PROJECT_SOURCE_DIR}/src/game/ecs/*.c" "${PROJECT_SOURCE_DIR}/src/game/ecs/component/*.c" "${PROJECT_SOURCE_DIR}/src/game/ecs/component/action/*.c" + "${PROJECT_SOURCE_DIR}/src/game/ecs/component/animation/*.c" "${PROJECT_SOURCE_DIR}/src/game/ecs/component/control/*.c" + "${PROJECT_SOURCE_DIR}/src/game/ecs/component/entity/*.c" "${PROJECT_SOURCE_DIR}/src/game/ecs/component/stat/*.c" "${PROJECT_SOURCE_DIR}/src/game/ecs/entity/*.c" "${PROJECT_SOURCE_DIR}/src/game/ecs/entity/play/*.c" diff --git a/build/CMakeCache.txt b/build/CMakeCache.txt index 9e839e6..73b3fb8 100644 --- a/build/CMakeCache.txt +++ b/build/CMakeCache.txt @@ -1,5 +1,5 @@ # This is the CMakeCache file. -# For build in directory: /home/anon/sda/Personal/Repos/cc2/build +# For build in directory: /home/anon/main/repos/cc2/build # It was generated by CMake: /usr/bin/cmake # You can edit this file to change values found and used by cmake. # If you do not want to change any of the values, simply exit the editor. @@ -75,7 +75,7 @@ CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO:STRING= CMAKE_EXPORT_COMPILE_COMMANDS:BOOL= //Value Computed by CMake. -CMAKE_FIND_PACKAGE_REDIRECTS_DIR:STATIC=/home/anon/sda/Personal/Repos/cc2/build/CMakeFiles/pkgRedirects +CMAKE_FIND_PACKAGE_REDIRECTS_DIR:STATIC=/home/anon/main/repos/cc2/build/CMakeFiles/pkgRedirects //Install path prefix, prepended onto install directories. 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z*?A(RRbNhrk7{_PFN>j!zJ?cpQPVNh&3bJ8tNKh|x@ApfAk-1+M+7r)&=_^B#B&U4 zBm)+h4w^<#Xc2Wc-a$rb|66BYw9!=jm3D)?>8VLlKN1}c^jm~8?a%Qt%+%(Jfw)`~?< z9Bs|0!IBxD#YqD~-1g?0`POVnUkuQUXM0p;Dp@MTmNQ}RN|sK{j&Gc($9<>Hcg~p| zG0Z`u3apHjp1OK!e8ePjBe36!y#!2))EcZqTFy@m$Rfh7ptHQ5#w-<^n^>^CV6TL^ z8%f)-7@Co3mdPW@m@@Lr$Rj4K_hewP@JGFGYhz`j)>=E7(1`1)4d^kQ6V5A1_D7Mn2RTK5rbZY zT=piO6!EO0-aJG+h$q+Yd+&YS)wMIp!GfLFRb5~GzIyfE>*`+GjbRamP29~`_&r8b$9 zkWsB%g*50C*4Ca%>+V*pt|!X@_Q@2PIwKVAdaI&G;Yhi`fYvomYa<$(y)v=JU#rGP zheuY&$mDiXgBZ_k0k45JUif@80q3CV?~JG64+pu z*F4FjUO14xwYslt*;q1qjB>NS4N^|d z4YAJ7+EH)BRiSSNuTaado{{_Q!h6eH{`|A+u^Yp7^JkkOn(SFATsznCD-c6ZK%Duo| zFk~GM_cl-n-5W^v=q9X8T@QxC`S^lj+_Q9zq12^sWl4OtPOYjbaE>R_7LRA=|A*ih z2HqRzyWk!ki}NL-IBw7h%$tT|h~O382LEi}MPEoW<67q)l+0swDgI*MMW0m0pgKpR zWF7-e@z(<{+Ed1$IiAOP{ysdMss9Io7yUhOI^UYNe}MZuvn2eDs6h13IH1Hfa_of1 z@iGgW_+^#Ce;fxMMJoc6kdHsle;g+5e;^LVi0ZtS+OK*<-v<8Q1piCmMXyBNYzEt@ z_D6DY85iub%G-^DKcWu@K=li+{$C6H*(mVcIOr&P5I_=Qa{Q-A$sWXdw~ #include #include +#include #include @@ -45,7 +46,7 @@ typedef int64_t s64; typedef float f32; typedef double f64; -static const vec4 COLOR_TRANSPARENT = {0.0f, 0.0f, 0.0f, 0.0f}; +static const vec4 COLOR_TRANSPARENT = {1.0f, 1.0f, 1.0f, 0.0f}; static const vec4 COLOR_OPAQUE = {1.0f, 1.0f, 1.0f, 1.0f}; #define DIRECTION_COUNT DIRECTION_NORTH_WEST + 1 diff --git a/src/game/GAME_COMMON.h b/src/game/GAME_COMMON.h index 862192a..cdebc03 100644 --- a/src/game/GAME_COMMON.h +++ b/src/game/GAME_COMMON.h @@ -22,4 +22,5 @@ typedef struct Game Tick tick; ECS ecs; bool isFullscreen; + bool isPaused; } Game; diff --git a/src/game/ecs/component/COMPONENT_COMMON.h b/src/game/ecs/component/COMPONENT_COMMON.h index ca5c650..205b6d8 100644 --- a/src/game/ecs/component/COMPONENT_COMMON.h +++ b/src/game/ecs/component/COMPONENT_COMMON.h @@ -4,39 +4,50 @@ /* * Components are roughly organized in a specific manner: - * - Collisions * - On deletion events + * - Animations + * - Collisions + * - "Entity" components (components that bundle a lot of other components together) * - Control * - Actions * - Statistical information - * - Bundles (components that mainly just house other components) * - Deletion events */ -#define ECS_COMPONENT_COUNT ECS_COMPONENT_ACTION_DELETE_ON_TOUCH + 1 +#define ECS_COMPONENT_COUNT ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_GAME_ENTITY_TYPE + 1 typedef enum ECSComponentType { - ECS_COMPONENT_PHYSICS, ECS_COMPONENT_ACTION_ON_DELETE_GIVE_AMMO, + ECS_COMPONENT_ACTION_ON_DELETE_GIVE_GOODIES, + ECS_COMPONENT_ANIMATION_COLOR_CHANGE, + ECS_COMPONENT_PHYSICS, + ECS_COMPONENT_SPRITE, + ECS_COMPONENT_GAME_OBJECT, + ECS_COMPONENT_CHARACTER, + ECS_COMPONENT_PICKUP, ECS_COMPONENT_ACTION_SHOOT, + ECS_COMPONENT_ACTION_LOCK, ECS_COMPONENT_ACTION_RETURN, ECS_COMPONENT_ACTION_REDIRECT, - ECS_COMPONENT_ACTION_LOCK, ECS_COMPONENT_ACTION_DAMAGE, + ECS_COMPONENT_ACTION_GRIP, + ECS_COMPONENT_ACTION_GRIPPED, ECS_COMPONENT_CONTROL_MOVE, ECS_COMPONENT_CONTROL_SHOOT, ECS_COMPONENT_CONTROL_AIM, ECS_COMPONENT_CONTROL_REDIRECT, ECS_COMPONENT_CONTROL_LOCK, ECS_COMPONENT_CONTROL_RECALL, + ECS_COMPONENT_CONTROL_PLAYER, + ECS_COMPONENT_ACT_ENTITY, ECS_COMPONENT_HEALTH, ECS_COMPONENT_AMMO, - ECS_COMPONENT_REDIRECT, + ECS_COMPONENT_GOODIES, + ECS_COMPONENT_REDIRECTS, ECS_COMPONENT_ALLEGIANCE, - ECS_COMPONENT_SPRITE, - ECS_COMPONENT_GAME_OBJECT, - ECS_COMPONENT_CHARACTER, - ECS_COMPONENT_CONTROL_PLAYER, - ECS_COMPONENT_LIFETIME, - ECS_COMPONENT_ACTION_DELETE_ON_TOUCH + ECS_COMPONENT_GAME_ENTITY_TYPE, + ECS_COMPONENT_UPGRADES, + ECS_COMPONENT_ACTION_DELETE_ON_TIMER, + ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_ENTITY, + ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_GAME_ENTITY_TYPE } ECSComponentType; diff --git a/src/game/ecs/component/action/component_action_damage.c b/src/game/ecs/component/action/component_action_damage.c index 412fd5b..dbcb5f6 100644 --- a/src/game/ecs/component/action/component_action_damage.c +++ b/src/game/ecs/component/action/component_action_damage.c @@ -20,9 +20,13 @@ component_action_damage_tick(ComponentActionDamage* self, ECS* ecs) physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); for (s32 i = 0; i < (s32)physics->collisions.count; i++) - { - health = ecs_component_from_index_get(ecs, ECS_COMPONENT_HEALTH, i); - allegiance = ecs_component_get(ecs, ECS_COMPONENT_ALLEGIANCE, health->component.id); + { + u32 id; + + id = *(u32*)vector_get(&physics->collisions, i); + + health = ecs_component_get(ecs, ECS_COMPONENT_HEALTH, id); + allegiance = ecs_component_get(ecs, ECS_COMPONENT_ALLEGIANCE, id); if (!health || !allegiance) continue; diff --git a/src/game/ecs/component/action/component_action_delete_on_timer.c b/src/game/ecs/component/action/component_action_delete_on_timer.c new file mode 100644 index 0000000..e500644 --- /dev/null +++ b/src/game/ecs/component/action/component_action_delete_on_timer.c @@ -0,0 +1,22 @@ +#include "component_action_delete_on_timer.h" + +/* DEPENDENCIES: Timer */ +/* This entity associated with this component will be deleted if its timer component runs out. */ + +/* Initializes action delete on timer component. */ +void +component_action_delete_on_timer_init(ComponentActionDeleteOnTimer* self, u32 value) +{ + self->max = value; + self->value = self->max; +} + +/* Ticks action delete on timer component. */ +void +component_action_delete_on_timer_tick(ComponentActionDeleteOnTimer* self, ECS* ecs) +{ + self->value--; + + if (self->value <= 0) + ecs_entity_delete(ecs, self->component.id); +} diff --git a/src/game/ecs/component/action/component_action_delete_on_timer.h b/src/game/ecs/component/action/component_action_delete_on_timer.h new file mode 100644 index 0000000..b2ae659 --- /dev/null +++ b/src/game/ecs/component/action/component_action_delete_on_timer.h @@ -0,0 +1,32 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +typedef struct ComponentActionDeleteOnTimer +{ + ECSComponent component; + u32 value; + u32 max; +} ComponentActionDeleteOnTimer; + +void component_action_delete_on_timer_init(ComponentActionDeleteOnTimer* self, u32 value); +void component_action_delete_on_timer_tick(ComponentActionDeleteOnTimer* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_DELETE_ON_TIMER_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_action_delete_on_timer_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_DELETE_ON_TIMER, + .size = sizeof(ComponentActionDeleteOnTimer) +}; + + diff --git a/src/game/ecs/component/action/component_action_delete_on_touch.c b/src/game/ecs/component/action/component_action_delete_on_touch.c deleted file mode 100644 index 9e9cf47..0000000 --- a/src/game/ecs/component/action/component_action_delete_on_touch.c +++ /dev/null @@ -1,36 +0,0 @@ -#include "component_action_delete_on_touch.h" - -/* DEPENDENCIES: Physics */ -/* This entity associated with this component will be deleted if it touches the specified entity. */ - -/* Initializes delete on touch component. */ -void -component_action_delete_on_touch_init(ComponentActionDeleteOnTouch* self, u32 id) -{ - self->id = id; -} - -/* Ticks delete on touch component. */ -void -component_action_delete_on_touch_tick(ComponentActionDeleteOnTouch* self, ECS* ecs) -{ - ComponentPhysics* physics; - - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); - - if (physics->collisions.count == 0) - return; - - for (s32 i = 0; i < (s32)physics->collisions.count; i++) - { - u32 id; - - id = *(u32*)vector_get(&physics->collisions, i); - - if (id == self->id) - { - ecs_entity_delete(ecs, self->component.id); - break; - } - } -} diff --git a/src/game/ecs/component/action/component_action_delete_on_touch.h b/src/game/ecs/component/action/component_action_delete_on_touch.h deleted file mode 100644 index 483c1f6..0000000 --- a/src/game/ecs/component/action/component_action_delete_on_touch.h +++ /dev/null @@ -1,33 +0,0 @@ -#pragma once - -#include "../../../GAME_COMMON.h" -#include "../../ecs_entity.h" - -#include "../component_physics.h" - -typedef struct ComponentActionDeleteOnTouch -{ - ECSComponent component; - u32 id; -} ComponentActionDeleteOnTouch; - -void component_action_delete_on_touch_init(ComponentActionDeleteOnTouch* self, u32 touchID); -void component_action_delete_on_touch_tick(ComponentActionDeleteOnTouch* self, ECS* ecs); - -static const ECSComponentInfo COMPONENT_ACTION_DELETE_ON_TOUCH_INFO = -{ - .system = - { - .functions = - { - NULL, - NULL, - (ECSFunction)component_action_delete_on_touch_tick, - NULL - } - }, - .type = ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, - .size = sizeof(ComponentActionDeleteOnTouch) -}; - - diff --git a/src/game/ecs/component/action/component_action_delete_on_touch_entity.c b/src/game/ecs/component/action/component_action_delete_on_touch_entity.c new file mode 100644 index 0000000..6d9b2e5 --- /dev/null +++ b/src/game/ecs/component/action/component_action_delete_on_touch_entity.c @@ -0,0 +1,57 @@ +#include "component_action_delete_on_touch_entity.h" + +/* DEPENDENCIES: Physics */ +/* This entity associated with this component will be deleted if it touches the specified entity. */ + +/* Initializes delete on touch component. */ +void +component_action_delete_on_touch_entity_init(ComponentActionDeleteOnTouchEntity* self, ECS* ecs, u32 id) +{ + ComponentActEntity* actEntity; + + actEntity = ecs_component_get(ecs, ECS_COMPONENT_ACT_ENTITY, self->component.id); + + actEntity->id = id; +} + +/* Initializes delete on touch component. */ +void +component_action_delete_on_touch_entity_add(ComponentActionDeleteOnTouchEntity* self, ECS* ecs) +{ + ecs_component_add(ecs, ECS_COMPONENT_ACT_ENTITY, self->component.id); +} + +/* Initializes delete on touch component. */ +void +component_action_delete_on_touch_entity_delete(ComponentActionDeleteOnTouchEntity* self, ECS* ecs) +{ + ecs_component_delete(ecs, ECS_COMPONENT_ACT_ENTITY, self->component.id); +} + +/* Ticks delete on touch component. */ +void +component_action_delete_on_touch_entity_tick(ComponentActionDeleteOnTouchEntity* self, ECS* ecs) +{ + ComponentPhysics* physics; + ComponentActEntity* actEntity; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + if (physics->collisions.count == 0) + return; + + actEntity = ecs_component_get(ecs, ECS_COMPONENT_ACT_ENTITY, self->component.id); + + for (s32 i = 0; i < (s32)physics->collisions.count; i++) + { + u32 id; + + id = *(u32*)vector_get(&physics->collisions, i); + + if (id == actEntity->id) + { + ecs_entity_delete(ecs, self->component.id); + break; + } + } +} diff --git a/src/game/ecs/component/action/component_action_delete_on_touch_entity.h b/src/game/ecs/component/action/component_action_delete_on_touch_entity.h new file mode 100644 index 0000000..2fa5dbb --- /dev/null +++ b/src/game/ecs/component/action/component_action_delete_on_touch_entity.h @@ -0,0 +1,35 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../component_physics.h" +#include "../stat/component_act_entity.h" + +typedef struct ComponentActionDeleteOnTouchEntity +{ + ECSComponent component; +} ComponentActionDeleteOnTouchEntity; + +void component_action_delete_on_touch_entity_init(ComponentActionDeleteOnTouchEntity* self, ECS* ecs, u32 touchID); +void component_action_delete_on_touch_entity_tick(ComponentActionDeleteOnTouchEntity* self, ECS* ecs); +void component_action_delete_on_touch_entity_add(ComponentActionDeleteOnTouchEntity* self, ECS* ecs); +void component_action_delete_on_touch_entity_delete(ComponentActionDeleteOnTouchEntity* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_DELETE_ON_TOUCH_ENTITY_INFO = +{ + .system = + { + .functions = + { + (ECSFunction)component_action_delete_on_touch_entity_add, + (ECSFunction)component_action_delete_on_touch_entity_delete, + (ECSFunction)component_action_delete_on_touch_entity_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_ENTITY, + .size = sizeof(ComponentActionDeleteOnTouchEntity) +}; + + diff --git a/src/game/ecs/component/action/component_action_delete_on_touch_game_entity_type.c b/src/game/ecs/component/action/component_action_delete_on_touch_game_entity_type.c new file mode 100644 index 0000000..c082bfb --- /dev/null +++ b/src/game/ecs/component/action/component_action_delete_on_touch_game_entity_type.c @@ -0,0 +1,61 @@ +#include "component_action_delete_on_touch_game_entity_type.h" + +/* DEPENDENCIES: Physics, GameEntityType */ +/* This entity associated with this component will be deleted if it touches the first entity with a matching game entity type. */ + +/* Initializes delete on touch component. */ +void +component_action_delete_on_touch_game_entity_type_init(ComponentActionDeleteOnTouchGameEntityType* self, GameEntityType type) +{ + self->type = type; +} + +/* Initializes delete on touch component. */ +void +component_action_delete_on_touch_game_entity_type_add(ComponentActionDeleteOnTouchGameEntityType* self, ECS* ecs) +{ + ecs_component_add(ecs, ECS_COMPONENT_ACT_ENTITY, self->component.id); +} + +/* Initializes delete on touch component. */ +void +component_action_delete_on_touch_game_entity_type_delete(ComponentActionDeleteOnTouchGameEntityType* self, ECS* ecs) +{ + ecs_component_delete(ecs, ECS_COMPONENT_ACT_ENTITY, self->component.id); +} + +/* Ticks delete on touch component. */ +void +component_action_delete_on_touch_game_entity_type_tick(ComponentActionDeleteOnTouchGameEntityType* self, ECS* ecs) +{ + ComponentPhysics* physics; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + if (physics->collisions.count == 0) + return; + + for (s32 i = 0; i < (s32)physics->collisions.count; i++) + { + ComponentGameEntityType* gameEntityType; + u32 id; + + id = *(u32*)vector_get(&physics->collisions, i); + + gameEntityType = ecs_component_get(ecs, ECS_COMPONENT_GAME_ENTITY_TYPE, id); + + if (!gameEntityType) + continue; + + if (gameEntityType->type == self->type) + { + ComponentActEntity* actEntity; + actEntity = ecs_component_get(ecs, ECS_COMPONENT_ACT_ENTITY, self->component.id); + + actEntity->id = id; + + ecs_entity_delete(ecs, self->component.id); + break; + } + } +} diff --git a/src/game/ecs/component/action/component_action_delete_on_touch_game_entity_type.h b/src/game/ecs/component/action/component_action_delete_on_touch_game_entity_type.h new file mode 100644 index 0000000..4fe6458 --- /dev/null +++ b/src/game/ecs/component/action/component_action_delete_on_touch_game_entity_type.h @@ -0,0 +1,37 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../component_physics.h" +#include "../stat/component_game_entity_type.h" +#include "../stat/component_act_entity.h" + +typedef struct ComponentActionDeleteOnTouchGameEntityType +{ + ECSComponent component; + GameEntityType type; +} ComponentActionDeleteOnTouchGameEntityType; + +void component_action_delete_on_touch_game_entity_type_init(ComponentActionDeleteOnTouchGameEntityType* self, GameEntityType type); +void component_action_delete_on_touch_game_entity_type_tick(ComponentActionDeleteOnTouchGameEntityType* self, ECS* ecs); +void component_action_delete_on_touch_game_entity_type_add(ComponentActionDeleteOnTouchGameEntityType* self, ECS* ecs); +void component_action_delete_on_touch_game_entity_type_delete(ComponentActionDeleteOnTouchGameEntityType* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_DELETE_ON_TOUCH_GAME_ENTITY_TYPE_INFO = +{ + .system = + { + .functions = + { + (ECSFunction)component_action_delete_on_touch_game_entity_type_add, + (ECSFunction)component_action_delete_on_touch_game_entity_type_delete, + (ECSFunction)component_action_delete_on_touch_game_entity_type_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_GAME_ENTITY_TYPE, + .size = sizeof(ComponentActionDeleteOnTouchGameEntityType) +}; + + diff --git a/src/game/ecs/component/action/component_action_grip.c b/src/game/ecs/component/action/component_action_grip.c new file mode 100644 index 0000000..deafca3 --- /dev/null +++ b/src/game/ecs/component/action/component_action_grip.c @@ -0,0 +1,38 @@ +#include "component_action_grip.h" + +/* DEPENDENCIES: ActionGripped, Physics */ + +/* Out of this entity's collided objects, find grippable entities. Attach the first one found to this. */ +static void +_component_action_grip_check(ComponentActionGrip* self, ECS* ecs) +{ + ComponentPhysics* physics; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + for (s32 i = 0; i < (s32)physics->collisions.count; i++) + { + ComponentActionGripped* actionGripped; + u32 id; + + id = *(u32*)vector_get(&physics->collisions, i); + + actionGripped = ecs_component_get(ecs, ECS_COMPONENT_ACTION_GRIPPED, id); + + if (actionGripped) + { + actionGripped->isGripped = true; + actionGripped->gripperID = self->component.id; + self->isGripping = true; + } + } +} + +/* Ticks action_grip component. */ +void +component_action_grip_tick(ComponentActionGrip* self, ECS* ecs) +{ + if (!self->isGripping) + _component_action_grip_check(self, ecs); + +} diff --git a/src/game/ecs/component/action/component_action_grip.h b/src/game/ecs/component/action/component_action_grip.h new file mode 100644 index 0000000..244236d --- /dev/null +++ b/src/game/ecs/component/action/component_action_grip.h @@ -0,0 +1,33 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../component_physics.h" +#include "component_action_gripped.h" + +typedef struct ComponentActionGrip +{ + ECSComponent component; + bool isGripping; +} ComponentActionGrip; + +void component_action_grip_tick(ComponentActionGrip* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_GRIP_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_action_grip_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_GRIP, + .size = sizeof(ComponentActionGrip) +}; + + diff --git a/src/game/ecs/component/action/component_action_gripped.c b/src/game/ecs/component/action/component_action_gripped.c new file mode 100644 index 0000000..79a0321 --- /dev/null +++ b/src/game/ecs/component/action/component_action_gripped.c @@ -0,0 +1,56 @@ +#include "component_action_gripped.h" + +/* DEPENDENCIES: GameObject */ + +/* Gripped component. These objects can be gripped by entities with ActionGrip components. */ + +/* What if this object is ungripped (i.e., the gripped is destroyed?) This happens... */ +static void +_component_action_gripped_ungrip(ComponentActionGripped* self, ECS* ecs) +{ + /* Just kill yourself, lol! */ + ecs_entity_delete(ecs, self->component.id); +} + +/* When this object is being gripped, do this. */ +static void +_component_action_gripped_set(ComponentActionGripped* self, ECS* ecs) +{ + ComponentGameObject* gameObject; + ComponentGameObject* gripperGameObject; + ComponentPhysics* physics; + ComponentPhysics* gripperPhysics; + ComponentSprite* shadowSprite; + + gripperGameObject = ecs_component_get(ecs, ECS_COMPONENT_GAME_OBJECT, self->gripperID); + + /* If we can't find the gripper game object, ungrip this. */ + if (!gripperGameObject) + { + _component_action_gripped_ungrip(self, ecs); + return; + } + + gameObject = ecs_component_get(ecs, ECS_COMPONENT_GAME_OBJECT, self->component.id); + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + gripperPhysics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->gripperID); + shadowSprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, gameObject->shadowID); + + glm_vec3_copy(gripperPhysics->position, physics->position); + glm_vec3_copy(gripperPhysics->velocity, physics->velocity); + + gameObject->height = gripperGameObject->height - physics->size[0]; + gameObject->isAffectedByGravity = gripperGameObject->isAffectedByGravity; + gameObject->isBounce = gripperGameObject->isBounce; + gameObject->heightVelocity = gripperGameObject->heightVelocity; + + glm_vec4_copy((f32*)COLOR_TRANSPARENT, shadowSprite->color); +} + +/* Ticks grip component. */ +void +component_action_gripped_tick(ComponentActionGripped* self, ECS* ecs) +{ + if (self->isGripped) + _component_action_gripped_set(self, ecs); +} diff --git a/src/game/ecs/component/action/component_action_gripped.h b/src/game/ecs/component/action/component_action_gripped.h new file mode 100644 index 0000000..47b94cb --- /dev/null +++ b/src/game/ecs/component/action/component_action_gripped.h @@ -0,0 +1,33 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../component_game_object.h" + +typedef struct ComponentActionGripped +{ + ECSComponent component; + u32 gripperID; + bool isGripped; +} ComponentActionGripped; + +void component_action_gripped_tick(ComponentActionGripped* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_GRIPPED_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_action_gripped_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_GRIPPED, + .size = sizeof(ComponentActionGripped) +}; + + diff --git a/src/game/ecs/component/action/component_action_lock.c b/src/game/ecs/component/action/component_action_lock.c index ef14260..4301029 100644 --- a/src/game/ecs/component/action/component_action_lock.c +++ b/src/game/ecs/component/action/component_action_lock.c @@ -61,32 +61,38 @@ component_action_lock_lock(ComponentActionLock* self, ECS* ecs) { ComponentPhysics* physics; ComponentActionReturn* actionReturn; - ComponentActionDeleteOnTouch* actionDeleteOnTouch; + ComponentActionDeleteOnTouchEntity* actionDeleteOnTouchEntity; + ComponentActionDamage* actionDamage; physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); actionReturn = ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, self->component.id); - actionDeleteOnTouch = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, self->component.id); + actionDeleteOnTouchEntity = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_ENTITY, self->component.id); + actionDamage = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DAMAGE, self->component.id); glm_vec3_copy(physics->velocity, self->velocity); + actionDamage->component.isDisabled = true; actionReturn->component.isDisabled = true; self->isLocked = true; self->cooldown = self->cooldownMax; - actionDeleteOnTouch->component.isDisabled = false; + actionDeleteOnTouchEntity->component.isDisabled = false; } -/* Unlocks, from being locke.d */ +/* Unlocks, from being locked. */ void component_action_lock_unlock(ComponentActionLock* self, ECS* ecs) { ComponentPhysics* physics; ComponentActionReturn* actionReturn; + ComponentActionDamage* actionDamage; physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); - actionReturn= ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, self->component.id); + actionReturn = ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, self->component.id); + actionDamage = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DAMAGE, self->component.id); glm_vec3_copy(self->velocity, physics->velocity); actionReturn->component.isDisabled = false; + actionDamage->component.isDisabled = false; self->isSelected = false; self->isRedirectAngleGiven = false; @@ -129,7 +135,6 @@ component_action_lock_tick(ComponentActionLock* self, ECS* ecs) self->isLock = false; component_action_lock_unlock(self, ecs); } - } else { diff --git a/src/game/ecs/component/action/component_action_lock.h b/src/game/ecs/component/action/component_action_lock.h index 8936f6b..11f2b82 100644 --- a/src/game/ecs/component/action/component_action_lock.h +++ b/src/game/ecs/component/action/component_action_lock.h @@ -7,7 +7,8 @@ #include "../component_physics.h" #include "component_action_return.h" -#include "component_action_delete_on_touch.h" +#include "component_action_damage.h" +#include "component_action_delete_on_touch_entity.h" typedef struct ComponentActionLock { diff --git a/src/game/ecs/component/action/component_action_on_delete_give_ammo.c b/src/game/ecs/component/action/component_action_on_delete_give_ammo.c index 6b2d0f4..b5d1cf6 100644 --- a/src/game/ecs/component/action/component_action_on_delete_give_ammo.c +++ b/src/game/ecs/component/action/component_action_on_delete_give_ammo.c @@ -1,31 +1,25 @@ #include "component_action_on_delete_give_ammo.h" -/* DEPENDENCIES: ActionDeleteOnTouch, Ammo */ -/* On deletion, give ammo to the ID belonging to ActionDeleteOnTouch. */ +/* DEPENDENCIES: Ammo, ActEntity */ +/* On deletion, give ammo to the ID belonging to ActEntity. */ -/* Initializes delete on touch component. */ +/* Initializes action on delete give ammo component. */ void component_action_on_delete_give_ammo_init(ComponentActionOnDeleteGiveAmmo* self, u32 value) { self->value = value; } -/* Ticks delete on touch component. */ +/* Ticks aciton on delete give ammo component. */ void component_action_on_delete_give_ammo_delete(ComponentActionOnDeleteGiveAmmo* self, ECS* ecs) { - ComponentActionDeleteOnTouch* actionDeleteOnTouch; - ComponentAmmo* touchAmmo; + ComponentActEntity* actEntity; + ComponentAmmo* ammo; - actionDeleteOnTouch = ecs_component_get - ( - ecs, - ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, - self->component.id - ); + actEntity = ecs_component_get(ecs, ECS_COMPONENT_ACT_ENTITY, self->component.id); + ammo = ecs_component_get(ecs, ECS_COMPONENT_AMMO, actEntity->id); - touchAmmo = ecs_component_get(ecs, ECS_COMPONENT_AMMO, actionDeleteOnTouch->id); - - touchAmmo->value += self->value; - touchAmmo->value = MAX(touchAmmo->value, touchAmmo->max); + ammo->value += self->value; + ammo->value = MAX(ammo->value, ammo->max); } diff --git a/src/game/ecs/component/action/component_action_on_delete_give_ammo.h b/src/game/ecs/component/action/component_action_on_delete_give_ammo.h index 256c9bd..2a8c040 100644 --- a/src/game/ecs/component/action/component_action_on_delete_give_ammo.h +++ b/src/game/ecs/component/action/component_action_on_delete_give_ammo.h @@ -4,7 +4,7 @@ #include "../../ecs_entity.h" #include "../stat/component_ammo.h" -#include "component_action_delete_on_touch.h" +#include "../stat/component_act_entity.h" typedef struct ComponentActionOnDeleteGiveAmmo { diff --git a/src/game/ecs/component/action/component_action_on_delete_give_goodies.c b/src/game/ecs/component/action/component_action_on_delete_give_goodies.c new file mode 100644 index 0000000..fd78a55 --- /dev/null +++ b/src/game/ecs/component/action/component_action_on_delete_give_goodies.c @@ -0,0 +1,24 @@ +#include "component_action_on_delete_give_goodies.h" + +/* DEPENDENCIES: Goodies, ActEntity */ +/* On deletion, give goodies to the ID belonging to ActEntity. */ + +/* Initializes action on delete give goodies component. */ +void +component_action_on_delete_give_goodies_init(ComponentActionOnDeleteGiveGoodies* self, u32 value) +{ + self->value = value; +} + +/* Ticks aciton on delete give goodies component. */ +void +component_action_on_delete_give_goodies_delete(ComponentActionOnDeleteGiveGoodies* self, ECS* ecs) +{ + ComponentActEntity* actEntity; + ComponentGoodies* goodies; + + actEntity = ecs_component_get(ecs, ECS_COMPONENT_ACT_ENTITY, self->component.id); + goodies = ecs_component_get(ecs, ECS_COMPONENT_GOODIES, actEntity->id); + + goodies->value += self->value; +} diff --git a/src/game/ecs/component/action/component_action_on_delete_give_goodies.h b/src/game/ecs/component/action/component_action_on_delete_give_goodies.h new file mode 100644 index 0000000..2efe2dd --- /dev/null +++ b/src/game/ecs/component/action/component_action_on_delete_give_goodies.h @@ -0,0 +1,34 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../stat/component_goodies.h" +#include "../stat/component_act_entity.h" + +typedef struct ComponentActionOnDeleteGiveGoodies +{ + ECSComponent component; + u32 value; +} ComponentActionOnDeleteGiveGoodies; + +void component_action_on_delete_give_goodies_init(ComponentActionOnDeleteGiveGoodies* self, u32 value); +void component_action_on_delete_give_goodies_delete(ComponentActionOnDeleteGiveGoodies* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_ON_DELETE_GIVE_GOODIES_INFO = +{ + .system = + { + .functions = + { + NULL, + (ECSFunction)component_action_on_delete_give_goodies_delete, + NULL, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_ON_DELETE_GIVE_GOODIES, + .size = sizeof(ComponentActionOnDeleteGiveGoodies) +}; + + diff --git a/src/game/ecs/component/action/component_action_return.c b/src/game/ecs/component/action/component_action_return.c index 6934cb5..73d73a9 100644 --- a/src/game/ecs/component/action/component_action_return.c +++ b/src/game/ecs/component/action/component_action_return.c @@ -1,23 +1,23 @@ #include "component_action_return.h" -/* DEPENDENCIES: Physics, ActionDeleteOnTouch */ +/* DEPENDENCIES: Physics, ActionDeleteOnTouchEntity */ /* Adds a action_return component. */ void component_action_return_add(ComponentActionReturn* self, ECS* ecs) { - ComponentActionDeleteOnTouch* actionDeleteOnTouch; + ComponentActionDeleteOnTouchEntity* actionDeleteOnTouchEntity; - actionDeleteOnTouch = ecs_component_add(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, self->component.id); + actionDeleteOnTouchEntity = ecs_component_add(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_ENTITY, self->component.id); - actionDeleteOnTouch->component.isDisabled = true; + actionDeleteOnTouchEntity->component.isDisabled = true; } /* Adds a action_return component. */ void component_action_return_delete(ComponentActionReturn* self, ECS* ecs) { - ecs_component_delete(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_ENTITY, self->component.id); } /* Initializes action_return component. */ @@ -33,11 +33,11 @@ component_action_return_init u32 senderID ) { - ComponentActionDeleteOnTouch* actionDeleteOnTouch; + ComponentActionDeleteOnTouchEntity* actionDeleteOnTouchEntity; - actionDeleteOnTouch = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, self->component.id); + actionDeleteOnTouchEntity = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_ENTITY, self->component.id); - component_action_delete_on_touch_init(actionDeleteOnTouch, senderID); + component_action_delete_on_touch_entity_init(actionDeleteOnTouchEntity, ecs, senderID); self->speed = speed; self->multiplier = multiplier; @@ -52,12 +52,12 @@ void component_action_return(ComponentActionReturn* self, ECS* ecs) { ComponentPhysics* physics; - ComponentActionDeleteOnTouch* actionDeleteOnTouch; + ComponentActionDeleteOnTouchEntity* actionDeleteOnTouchEntity; - actionDeleteOnTouch = ecs_component_get + actionDeleteOnTouchEntity = ecs_component_get ( ecs, - ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, + ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_ENTITY, self->component.id ); @@ -66,7 +66,7 @@ component_action_return(ComponentActionReturn* self, ECS* ecs) self->lifetime = 0; physics->velocityMax = self->velocityMax; self->isReturning = true; - actionDeleteOnTouch->component.isDisabled = false; + actionDeleteOnTouchEntity->component.isDisabled = false; } /* Ticks action_return component. */ @@ -85,9 +85,11 @@ component_action_return_tick(ComponentActionReturn* self, ECS* ecs) if (self->lifetime <= 0) component_action_return(self, ecs); - return; } + if (!self->isReturning) + return; + self->timer++; senderPhysics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->senderID); diff --git a/src/game/ecs/component/action/component_action_return.h b/src/game/ecs/component/action/component_action_return.h index 5d7de72..4d723ed 100644 --- a/src/game/ecs/component/action/component_action_return.h +++ b/src/game/ecs/component/action/component_action_return.h @@ -4,7 +4,7 @@ #include "../../ecs_entity.h" #include "../component_physics.h" -#include "component_action_delete_on_touch.h" +#include "component_action_delete_on_touch_entity.h" typedef struct ComponentActionReturn { diff --git a/src/game/ecs/component/action/component_action_shoot.c b/src/game/ecs/component/action/component_action_shoot.c index cda1abd..511ccb4 100644 --- a/src/game/ecs/component/action/component_action_shoot.c +++ b/src/game/ecs/component/action/component_action_shoot.c @@ -2,8 +2,31 @@ /* DEPENDENCIES: Physics */ +static void _action_shoot_position_set(ComponentActionShoot* self, ECS* ecs, u32 projectile); static void _action_shoot_velocity_set(ComponentActionShoot* self, ECS* ecs, u32 projectile); +/* Sets starting point of projectile. */ +static void +_action_shoot_position_set(ComponentActionShoot* self, ECS* ecs, u32 projectile) +{ + ComponentPhysics* physics; + ComponentGameObject* projectileGameObject; + vec3 position; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + glm_vec3_copy(physics->position, position); + + position[0] += -cos(physics->angle) * self->offset; + position[1] += -sin(physics->angle) * self->offset; + + self->projectileInit(ecs, projectile, position, self->component.id); + + projectileGameObject = ecs_component_get(ecs, ECS_COMPONENT_GAME_OBJECT, projectile); + + projectileGameObject->height = self->height; +} + /* Obtains the velocity for the fired projectile. */ static void _action_shoot_velocity_set(ComponentActionShoot* self, ECS* ecs, u32 projectile) @@ -48,12 +71,15 @@ component_action_shoot_init ComponentActionShoot* self, ProjectileInit projectileInit, f32 speed, - f32 offset + f32 offset, + f32 height ) { self->projectileInit = projectileInit; - self->speed = speed; + self->baseSpeed = speed; + self->speed = self->baseSpeed; self->offset = offset; + self->height = height; } /* Ticks action_shoot component. */ @@ -62,23 +88,11 @@ component_action_shoot_tick(ComponentActionShoot* self, ECS* ecs) { if (self->isFire) { - ComponentPhysics* physics; u32 projectile; - vec3 position; - vec3 velocity; - f32 angle; - - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); projectile = ecs_entity_add(ecs); - glm_vec3_copy(physics->position, position); - - position[0] += -cos(physics->angle) * self->offset; - position[1] += -sin(physics->angle) * self->offset; - - self->projectileInit(ecs, projectile, position, self->component.id); - + _action_shoot_position_set(self, ecs, projectile); _action_shoot_velocity_set(self, ecs, projectile); self->isFire = false; diff --git a/src/game/ecs/component/action/component_action_shoot.h b/src/game/ecs/component/action/component_action_shoot.h index 13aba50..b8fbe46 100644 --- a/src/game/ecs/component/action/component_action_shoot.h +++ b/src/game/ecs/component/action/component_action_shoot.h @@ -13,10 +13,20 @@ typedef struct ComponentActionShoot ProjectileInit projectileInit; f32 offset; f32 speed; + f32 baseSpeed; + f32 height; bool isFire; } ComponentActionShoot; -void component_action_shoot_init(ComponentActionShoot* self, ProjectileInit projectileInit, f32 speed, f32 offset); +void component_action_shoot_init +( + ComponentActionShoot* self, + ProjectileInit projectileInit, + f32 speed, + f32 offset, + f32 height +); + void component_action_shoot_tick(ComponentActionShoot* self, ECS* ecs); static const ECSComponentInfo COMPONENT_ACTION_SHOOT_INFO = diff --git a/src/game/ecs/component/animation/component_animation_color_change.c b/src/game/ecs/component/animation/component_animation_color_change.c new file mode 100644 index 0000000..8cf3511 --- /dev/null +++ b/src/game/ecs/component/animation/component_animation_color_change.c @@ -0,0 +1,61 @@ +#include "component_animation_color_change.h" + +/* Sets animation_color_change component info. */ +void +component_animation_color_change_init +( + ComponentAnimationColorChange* self, + vec4 toColor, + vec4 fromColor, + u32 time, + AnimationColorChangeMode mode +) +{ + glm_vec4_copy(toColor, self->toColor); + glm_vec4_copy(fromColor, self->fromColor); + self->timerMax = time; + self->timer = self->timerMax; + self->mode = mode; +} + +/* Ticks animation_color_change component. */ +void +component_animation_color_change_tick(ComponentAnimationColorChange* self, ECS* ecs) +{ + ComponentSprite* sprite; + f32 progress; + vec4 color; + vec4 colorDifference; + vec4 colorStep; + + sprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->component.id); + + if (self->isDone) + { + + switch (self->mode) + { + case ANIMATION_COLOR_CHANGE_MODE_RETURN: + glm_vec4_copy(self->fromColor, sprite->color); + break; + case ANIMATION_COLOR_CHANGE_MODE_STICK: + default: + break; + } + return; + } + + progress = ((f32)self->timer / self->timerMax); + + glm_vec4_copy(self->fromColor, color); + glm_vec4_sub(color, self->toColor, colorDifference); + glm_vec4_scale(colorDifference, (1.0f - progress), colorStep); + glm_vec4_sub(color, colorStep, color); + + glm_vec4_copy(color, sprite->color); + + self->timer--; + + if (self->timer <= 0) + self->isDone = true; +} diff --git a/src/game/ecs/component/animation/component_animation_color_change.h b/src/game/ecs/component/animation/component_animation_color_change.h new file mode 100644 index 0000000..cbb3102 --- /dev/null +++ b/src/game/ecs/component/animation/component_animation_color_change.h @@ -0,0 +1,49 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../component_sprite.h" + +typedef enum AnimationColorChangeMode +{ + ANIMATION_COLOR_CHANGE_MODE_RETURN, + ANIMATION_COLOR_CHANGE_MODE_STICK, +} AnimationColorChangeMode; + +typedef struct ComponentAnimationColorChange +{ + ECSComponent component; + vec4 toColor; + vec4 fromColor; + u32 timer; + u32 timerMax; + AnimationColorChangeMode mode; + bool isDone; +} ComponentAnimationColorChange; + +void component_animation_color_change_init +( + ComponentAnimationColorChange* self, + vec4 toColor, + vec4 fromColor, + u32 time, + AnimationColorChangeMode mode +); +void component_animation_color_change_tick(ComponentAnimationColorChange* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ANIMATION_COLOR_CHANGE_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_animation_color_change_tick, + NULL + } + }, + .type = ECS_COMPONENT_ANIMATION_COLOR_CHANGE, + .size = sizeof(ComponentAnimationColorChange) +}; diff --git a/src/game/ecs/component/component_character.c b/src/game/ecs/component/component_character.c index 351da46..f722d9c 100644 --- a/src/game/ecs/component/component_character.c +++ b/src/game/ecs/component/component_character.c @@ -14,7 +14,6 @@ component_character_init vec2 size, vec2 physicsSize, vec3 position, - vec3 offset, vec4 color, f32 friction, f32 velocityMax, @@ -40,10 +39,11 @@ component_character_init size, physicsSize, position, - offset, color, friction, - velocityMax + velocityMax, + false, + false ); component_health_init(health, healthValue); diff --git a/src/game/ecs/component/component_character.h b/src/game/ecs/component/component_character.h index 728f825..dd20359 100644 --- a/src/game/ecs/component/component_character.h +++ b/src/game/ecs/component/component_character.h @@ -24,7 +24,6 @@ component_character_init vec2 size, vec2 physicsSize, vec3 position, - vec3 offset, vec4 color, f32 friction, f32 velocityMax, diff --git a/src/game/ecs/component/component_game_object.c b/src/game/ecs/component/component_game_object.c index 50be809..406a24c 100644 --- a/src/game/ecs/component/component_game_object.c +++ b/src/game/ecs/component/component_game_object.c @@ -1,6 +1,83 @@ #include "component_game_object.h" -/* DEPENDENCIES: Sprite, Physics */ +/* DEPENDENCIES: Sprite, Physics, EntityShadow */ + +static void _component_game_object_sprite_tick(ComponentGameObject* self, ECS* ecs); +static void _component_game_object_height_tick(ComponentGameObject* self, ECS* ecs); +static void _component_game_object_shadow_tick(ComponentGameObject* self, ECS* ecs); + +/* Tick's a game object's sprite.. */ +static void +_component_game_object_sprite_tick(ComponentGameObject* self, ECS* ecs) +{ + ComponentSprite* sprite; + ComponentPhysics* physics; + f32 spriteYPercent; + f32 spriteMinimumYOffset; + + sprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->component.id); + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + glm_vec3_copy(physics->position, sprite->position); + + /* Sprite offsets will be set so that they will always be their size above the ground */ + sprite->offset[1] = -(sprite->size[1] / 2) - self->height; + + /* Used for creating an illusion of depth; + * lower things are rendered above others, using GL_DEPTH_BUFFER */ + /* (0.9f, 1.0f) reserved for HUD elements, etc. */ + spriteYPercent = (sprite->position[1] / ecs->game->renderer.camera.orthographic.size[1]); + + sprite->position[2] = 1 - (COMPONENT_GAME_OBJECT_DEPTH_MAX * spriteYPercent); +} + +/* Tick's a game object's height and related properties. */ +static void +_component_game_object_height_tick(ComponentGameObject* self, ECS* ecs) +{ + if (self->isAffectedByGravity) + self->heightVelocity += COMPONENT_GAME_OBJECT_GRAVITY; + + self->height += self->heightVelocity; + + if (self->height < 0.0f) + { + if (self->isBounce) + self->heightVelocity = -self->heightVelocity * COMPONENT_GAME_OBJECT_BOUNCE_FRICTION; + else + self->heightVelocity = 0.0f; + } + + self->height = self->height < 0.0f ? 0.0f : self->height; + self->height = self->height > COMPONENT_GAME_OBJECT_HEIGHT_MAX ? COMPONENT_GAME_OBJECT_HEIGHT_MAX : self->height; + + self->isAirborne = self->height > 0.0f ? true : false; +} + +/* Tick a game object's shadow. */ +static void +_component_game_object_shadow_tick(ComponentGameObject* self, ECS* ecs) +{ + ComponentSprite* shadowSprite; + ComponentSprite* sprite; + ComponentPhysics* physics; + f32 heightPercent; + + shadowSprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->shadowID); + sprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->component.id); + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + glm_vec2_copy(physics->size, shadowSprite->size); + glm_vec3_copy(physics->position, shadowSprite->position); + + shadowSprite->position[2] = sprite->position[2]; + heightPercent = 1 - (self->height / COMPONENT_GAME_OBJECT_HEIGHT_MAX); + + glm_vec2_scale(shadowSprite->size, heightPercent, shadowSprite->size); + + glm_vec4_copy(sprite->color, shadowSprite->color); +} + /* Sets game_object component info. */ /* This assumes a one-frame sprite. */ @@ -13,10 +90,11 @@ component_game_object_init vec2 size, vec2 physicsSize, vec3 position, - vec3 offset, vec4 color, f32 friction, - f32 velocityMax + f32 velocityMax, + bool isBounce, + bool isAffectedByGravity ) { ivec2 atlasSize; @@ -37,10 +115,11 @@ component_game_object_init size, physicsSize, position, - offset, color, friction, - velocityMax + velocityMax, + isBounce, + isAffectedByGravity ); } @@ -56,16 +135,19 @@ component_game_object_atlas_init vec2 size, vec2 physicsSize, vec3 position, - vec3 offset, vec4 color, f32 friction, - f32 velocityMax + f32 velocityMax, + bool isBounce, + bool isAffectedByGravity ) { ComponentSprite* sprite; + ComponentSprite* shadowSprite; ComponentPhysics* physics; sprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->component.id); + shadowSprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->shadowID); physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); component_sprite_atlas_init @@ -76,11 +158,26 @@ component_game_object_atlas_init atlasSize, size, position, - offset, color ); component_physics_init(physics, physicsSize, position, velocityMax, friction); + + component_sprite_init + ( + shadowSprite, + ecs->game->resources.textures[TEXTURE_SHADOW], + physics->size, + physics->position, + (f32*)COMPONENT_GAME_OBJECT_SHADOW_COLOR + ); + + self->isBounce = isBounce; + self->isAffectedByGravity = isAffectedByGravity; + + _component_game_object_sprite_tick(self, ecs); + _component_game_object_shadow_tick(self, ecs); + _component_game_object_height_tick(self, ecs); } /* Runs on game object add. */ @@ -89,12 +186,17 @@ component_game_object_add(ComponentGameObject* self, ECS* ecs) { ecs_component_add(ecs, ECS_COMPONENT_PHYSICS, self->component.id); ecs_component_add(ecs, ECS_COMPONENT_SPRITE, self->component.id); + + self->shadowID = ecs_entity_add(ecs); + entity_shadow_init(ecs, self->shadowID); } /* Runs on game object add. */ void component_game_object_delete(ComponentGameObject* self, ECS* ecs) { + ecs_entity_delete(ecs, self->shadowID); + ecs_component_delete(ecs, ECS_COMPONENT_SPRITE, self->component.id); ecs_component_delete(ecs, ECS_COMPONENT_PHYSICS, self->component.id); } @@ -103,11 +205,7 @@ component_game_object_delete(ComponentGameObject* self, ECS* ecs) void component_game_object_tick(ComponentGameObject* self, ECS* ecs) { - ComponentSprite* sprite; - ComponentPhysics* physics; - - sprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->component.id); - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); - - glm_vec3_copy(physics->position, sprite->position); + _component_game_object_height_tick(self, ecs); + _component_game_object_sprite_tick(self, ecs); + _component_game_object_shadow_tick(self, ecs); } diff --git a/src/game/ecs/component/component_game_object.h b/src/game/ecs/component/component_game_object.h index 719f798..d6cbc87 100644 --- a/src/game/ecs/component/component_game_object.h +++ b/src/game/ecs/component/component_game_object.h @@ -7,9 +7,25 @@ #include "component_sprite.h" #include "component_physics.h" +#include "../entity/play/entity_shadow.h" + +#define COMPONENT_GAME_OBJECT_DEPTH_MAX 0.9f +#define COMPONENT_GAME_OBJECT_DEPTH_MIN 0.1f +#define COMPONENT_GAME_OBJECT_GRAVITY -1.0f +#define COMPONENT_GAME_OBJECT_BOUNCE_FRICTION 0.8f +#define COMPONENT_GAME_OBJECT_HEIGHT_MAX 2000.0f +#define COMPONENT_GAME_OBJECT_SHADOW_COLOR (f32*)COLOR_OPAQUE + + typedef struct ComponentGameObject { ECSComponent component; + u32 shadowID; + f32 height; + f32 heightVelocity; + bool isAffectedByGravity; + bool isAirborne; + bool isBounce; } ComponentGameObject; void @@ -21,10 +37,11 @@ component_game_object_init vec2 size, vec2 physicsSize, vec3 position, - vec3 offset, vec4 color, f32 friction, - f32 velocityMax + f32 velocityMax, + bool isBounce, + bool isAffectedByGravity ); void @@ -38,16 +55,18 @@ component_game_object_atlas_init vec2 size, vec2 physicsSize, vec3 position, - vec3 offset, vec4 color, f32 friction, - f32 velocityMax + f32 velocityMax, + bool isBounce, + bool isAffectedByGravity ); void component_game_object_add(ComponentGameObject* self, ECS* ecs); void component_game_object_delete(ComponentGameObject* self, ECS* ecs); void component_game_object_tick(ComponentGameObject* self, ECS* ecs); + static const ECSComponentInfo COMPONENT_GAME_OBJECT_INFO = { .system = diff --git a/src/game/ecs/component/component_sprite.c b/src/game/ecs/component/component_sprite.c index 14459c8..11f49f0 100644 --- a/src/game/ecs/component/component_sprite.c +++ b/src/game/ecs/component/component_sprite.c @@ -25,7 +25,6 @@ component_sprite_atlas_init ivec2 atlasSize, vec2 size, vec3 position, - vec3 offset, vec4 color ) { @@ -33,7 +32,6 @@ component_sprite_atlas_init glm_vec2_copy((f32*)size, self->size); glm_vec3_copy((f32*)position, self->position); - glm_vec3_copy((f32*)offset, self->offset); glm_vec4_copy((f32*)color, self->color); } @@ -45,7 +43,6 @@ component_sprite_init Texture texture, vec2 size, vec3 position, - vec3 offset, vec4 color ) { @@ -61,7 +58,6 @@ component_sprite_init atlasSize, size, position, - offset, color ); } @@ -116,44 +112,13 @@ component_sprite_draw(ComponentSprite* self, ECS* ecs) glm_translate(model, position); glm_rotate_at(model, modelOrigin, self->rotation, (f32*)COMPONENT_SPRITE_ROTATION_AXIS); - ComponentPhysics* physics; - mat4 testModel; - vec2 testSize; - vec3 physicsPosition; - vec4 testColor = {0.0f, 0.0f, 1.0f, 1.0f}; - - glm_vec2_copy(size, testSize); - - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); - - glm_vec3_copy(physics->position, physicsPosition); - - physicsPosition[0] -= (physics->size[0] / 2); - physicsPosition[1] -= (physics->size[1] / 2); - - glm_mat4_identity(testModel); - glm_translate(testModel, physicsPosition); - texture_quad_draw ( &ecs->game->renderer, - &ecs->game->resources.shaders[SHADER_TEXTURE_QUAD], - &self->atlas, + &ecs->game->resources.shaders[SHADER_TEXTURE_QUAD], + &self->atlas, model, - size, + size, self->color ); - - color_quad_draw - ( - &ecs->game->renderer, - &ecs->game->resources.shaders[SHADER_COLOR_QUAD], - testModel, - physics->size, - testColor - ); - - - - } diff --git a/src/game/ecs/component/component_sprite.h b/src/game/ecs/component/component_sprite.h index d041523..91fa116 100644 --- a/src/game/ecs/component/component_sprite.h +++ b/src/game/ecs/component/component_sprite.h @@ -5,8 +5,6 @@ #include "../../render/color_quad.h" #include "../ecs_entity.h" -#include "component_physics.h" - static const vec2 COMPONENT_SPRITE_SCALE = {1.0f, 1.0f}; static const vec3 COMPONENT_SPRITE_ROTATION_AXIS = {0.0f, 0.0f, 1.0f}; @@ -32,7 +30,6 @@ void component_sprite_atlas_init ivec2 atlasSize, vec2 size, vec3 position, - vec3 offset, vec4 color ); @@ -43,7 +40,6 @@ component_sprite_init Texture texture, vec2 size, vec3 position, - vec3 offset, vec4 color ); diff --git a/src/game/ecs/component/control/component_control_lock.c b/src/game/ecs/component/control/component_control_lock.c index 806802c..a8db353 100644 --- a/src/game/ecs/component/control/component_control_lock.c +++ b/src/game/ecs/component/control/component_control_lock.c @@ -21,7 +21,9 @@ _component_control_lock(ComponentControlLock* self, ECS* ecs) actionLock->sender == self->component.id && !actionReturn->isReturning ) + { actionLock->isLock = !actionLock->isLock; + } } } diff --git a/src/game/ecs/component/control/component_control_redirect.c b/src/game/ecs/component/control/component_control_redirect.c index 5ead42f..ec1bfd5 100644 --- a/src/game/ecs/component/control/component_control_redirect.c +++ b/src/game/ecs/component/control/component_control_redirect.c @@ -28,7 +28,7 @@ _component_control_redirect_reset_check(ComponentControlRedirect* self, ECS* ecs static void _component_control_redirect(ComponentControlRedirect* self, ECS* ecs) { - ComponentRedirect* redirect; + ComponentRedirects* redirects; vec3 mousePosition; bool isSuccess; bool isUnlockedProjectileRedirected; @@ -36,7 +36,7 @@ _component_control_redirect(ComponentControlRedirect* self, ECS* ecs) isSuccess = false; isUnlockedProjectileRedirected = false; - redirect = ecs_component_get(ecs, ECS_COMPONENT_REDIRECT, self->component.id); + redirects = ecs_component_get(ecs, ECS_COMPONENT_REDIRECTS, self->component.id); mouse_world_position_get(&ecs->game->input.mouse, &ecs->game->renderer, mousePosition); @@ -104,7 +104,7 @@ _component_control_redirect(ComponentControlRedirect* self, ECS* ecs) } if (isSuccess) - redirect->value--; + redirects->value--; } /* Initialize control redirect component. */ @@ -119,18 +119,18 @@ component_control_redirect_init(ComponentControlRedirect* self, f32 angleThresho void component_control_redirect_tick(ComponentControlRedirect* self, ECS* ecs) { - ComponentRedirect* redirect; + ComponentRedirects* redirects; - redirect = ecs_component_get(ecs, ECS_COMPONENT_REDIRECT, self->component.id); + redirects = ecs_component_get(ecs, ECS_COMPONENT_REDIRECTS, self->component.id); /* Determine if there's no more projectiles of yours on the field. If there's none, * you get your redirects back. */ if (_component_control_redirect_reset_check(self, ecs)) { - redirect->value = redirect->max; - redirect->isOut = false; + redirects->value = redirects->max; + redirects->isOut = false; } - if (input_press(&ecs->game->input, INPUT_REDIRECT) && !redirect->isOut) + if (input_press(&ecs->game->input, INPUT_REDIRECT) && !redirects->isOut) _component_control_redirect(self, ecs); } diff --git a/src/game/ecs/component/control/component_control_redirect.h b/src/game/ecs/component/control/component_control_redirect.h index 90269df..24981e1 100644 --- a/src/game/ecs/component/control/component_control_redirect.h +++ b/src/game/ecs/component/control/component_control_redirect.h @@ -9,7 +9,7 @@ #include "../action/component_action_redirect.h" #include "../action/component_action_return.h" #include "../action/component_action_lock.h" -#include "../stat/component_redirect.h" +#include "../stat/component_redirects.h" typedef struct ComponentControlRedirect { diff --git a/src/game/ecs/component/entity/component_pickup.c b/src/game/ecs/component/entity/component_pickup.c new file mode 100644 index 0000000..08ac3ec --- /dev/null +++ b/src/game/ecs/component/entity/component_pickup.c @@ -0,0 +1,125 @@ +#include "component_pickup.h" + +/* DEPENDENCIES: AnimationColorChange, GameObject, Timer, ActionDeleteOnTouchGameEntityType */ + +/* Sets pickup component info, with an atlas. */ +void +component_pickup_init +( + ComponentPickup* self, + ECS* ecs, + Texture texture, + ivec2 frameSize, + ivec2 atlasSize, + vec2 size, + vec2 physicsSize, + vec3 position, + vec4 color, + f32 friction, + f32 velocityMax, + vec3 velocity, + f32 height, + u32 time, + u32 fadeThreshold, + GameEntityType type +) +{ + ComponentGameObject* gameObject; + ComponentPhysics* physics; + ComponentActionDeleteOnTouchGameEntityType* actionDeleteOnTouchGameEntityType; + ComponentActionDeleteOnTimer* actionDeleteOnTimer; + + gameObject = ecs_component_get(ecs, ECS_COMPONENT_GAME_OBJECT, self->component.id); + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + actionDeleteOnTimer = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TIMER, self->component.id); + actionDeleteOnTouchGameEntityType = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_GAME_ENTITY_TYPE, self->component.id); + + component_game_object_atlas_init + ( + gameObject, + ecs, + texture, + frameSize, + atlasSize, + size, + physicsSize, + position, + color, + friction, + velocityMax, + true, + true + ); + + glm_vec3_copy(velocity, physics->velocity); + + gameObject->height = height; + + component_action_delete_on_touch_game_entity_type_init(actionDeleteOnTouchGameEntityType, type); + + component_action_delete_on_timer_init(actionDeleteOnTimer, time); + + self->fadeThreshold = fadeThreshold; +} + +/* Runs on pickup add. */ +void +component_pickup_add(ComponentPickup* self, ECS* ecs) +{ + ComponentAnimationColorChange* animationColorChange; + + ecs_component_add(ecs, ECS_COMPONENT_GAME_OBJECT, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TIMER, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_GAME_ENTITY_TYPE, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TIMER, self->component.id); + + ecs_component_add(ecs, ECS_COMPONENT_ACTION_GRIPPED, self->component.id); + + animationColorChange = ecs_component_add(ecs, ECS_COMPONENT_ANIMATION_COLOR_CHANGE, self->component.id); + + animationColorChange->component.isDisabled = true; +} + +/* Runs on pickup deletion. */ +void +component_pickup_delete(ComponentPickup* self, ECS* ecs) +{ + ecs_component_delete(ecs, ECS_COMPONENT_GAME_OBJECT, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH_GAME_ENTITY_TYPE, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_ANIMATION_COLOR_CHANGE, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TIMER, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_ACTION_GRIPPED, self->component.id); +} + +/* Ticks pickup. */ +void +component_pickup_tick(ComponentPickup* self, ECS* ecs) +{ + ComponentActionDeleteOnTimer* actionDeleteOnTimer; + + actionDeleteOnTimer = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TIMER, self->component.id); + + if + ( + !self->isHitFadeThreshold && + actionDeleteOnTimer->value == self->fadeThreshold + ) + { + ComponentAnimationColorChange* animationColorChange; + + animationColorChange = ecs_component_get(ecs, ECS_COMPONENT_ANIMATION_COLOR_CHANGE, self->component.id); + + animationColorChange->component.isDisabled = false; + + component_animation_color_change_init + ( + animationColorChange, + PICKUP_ANIMATION_COLOR_CHANGE_TO_COLOR, + PICKUP_ANIMATION_COLOR_CHANGE_FROM_COLOR, + actionDeleteOnTimer->value, + PICKUP_ANIMATION_COLOR_CHANGE_MODE + ); + + self->isHitFadeThreshold = true; + } +} diff --git a/src/game/ecs/component/entity/component_pickup.h b/src/game/ecs/component/entity/component_pickup.h new file mode 100644 index 0000000..358262a --- /dev/null +++ b/src/game/ecs/component/entity/component_pickup.h @@ -0,0 +1,64 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../component_game_object.h" +#include "../animation/component_animation_color_change.h" +#include "../action/component_action_delete_on_touch_game_entity_type.h" +#include "../action/component_action_delete_on_timer.h" +#include "../action/component_action_gripped.h" + +#define PICKUP_ANIMATION_COLOR_CHANGE_FROM_COLOR (f32*)COLOR_OPAQUE +#define PICKUP_ANIMATION_COLOR_CHANGE_TO_COLOR (f32*)COLOR_TRANSPARENT +#define PICKUP_ANIMATION_COLOR_CHANGE_MODE ANIMATION_COLOR_CHANGE_MODE_STICK + +typedef struct ComponentPickup +{ + ECSComponent component; + u32 fadeThreshold; + bool isHitFadeThreshold; +} ComponentPickup; + +void +component_pickup_init +( + ComponentPickup* self, + ECS* ecs, + Texture texture, + ivec2 frameSize, + ivec2 atlasSize, + vec2 size, + vec2 physicsSize, + vec3 position, + vec4 color, + f32 friction, + f32 velocityMax, + vec3 velocity, + f32 height, + u32 time, + u32 fadeThreshold, + GameEntityType type +); + +void component_pickup_add(ComponentPickup* self, ECS* ecs); +void component_pickup_delete(ComponentPickup* self, ECS* ecs); +void component_pickup_tick(ComponentPickup* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_PICKUP_INFO = +{ + .system = + { + .functions = + { + (ECSFunction)component_pickup_add, + (ECSFunction)component_pickup_delete, + (ECSFunction)component_pickup_tick, + NULL + } + }, + .type = ECS_COMPONENT_PICKUP, + .size = sizeof(ComponentPickup) +}; + + diff --git a/src/game/ecs/component/stat/component_act_entity.c b/src/game/ecs/component/stat/component_act_entity.c new file mode 100644 index 0000000..ad001d1 --- /dev/null +++ b/src/game/ecs/component/stat/component_act_entity.c @@ -0,0 +1,12 @@ +#include "component_act_entity.h" + +/* "ActEntity" is essentially used as a container to hold + * a link with an entity this entity's related with; i.e., + * a player collecting a goodie. */ + +/* Sets act_entity component info. */ +void +component_act_entity_init(ComponentActEntity* self, u32 id) +{ + self->id = id; +} diff --git a/src/game/ecs/component/stat/component_act_entity.h b/src/game/ecs/component/stat/component_act_entity.h new file mode 100644 index 0000000..607f5c5 --- /dev/null +++ b/src/game/ecs/component/stat/component_act_entity.h @@ -0,0 +1,30 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +typedef struct ComponentActEntity +{ + ECSComponent component; + u32 id; +} ComponentActEntity; + +void component_act_entity_init(ComponentActEntity* self, u32 id); + +static const ECSComponentInfo COMPONENT_ACT_ENTITY_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + NULL, + NULL + } + }, + .type = ECS_COMPONENT_ACT_ENTITY, + .size = sizeof(ComponentActEntity) +}; + + diff --git a/src/game/ecs/component/stat/component_game_entity_type.c b/src/game/ecs/component/stat/component_game_entity_type.c new file mode 100644 index 0000000..c0c86e9 --- /dev/null +++ b/src/game/ecs/component/stat/component_game_entity_type.c @@ -0,0 +1,10 @@ +#include "component_game_entity_type.h" + +/* Stores a "game entity type" of an entity. */ + +/* Sets entity type component info. */ +void +component_game_entity_type_init(ComponentGameEntityType* self, GameEntityType type) +{ + self->type = type; +} diff --git a/src/game/ecs/component/stat/component_game_entity_type.h b/src/game/ecs/component/stat/component_game_entity_type.h new file mode 100644 index 0000000..0d669e3 --- /dev/null +++ b/src/game/ecs/component/stat/component_game_entity_type.h @@ -0,0 +1,40 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#define GAME_ENTITY_TYPE_COUNT GAME_ENTITY_PICKUP + 1 +typedef enum GameEntityType +{ + GAME_ENTITY_PLAYER, + GAME_ENTITY_PLAYER_PROJECTILE, + GAME_ENTITY_ENEMY, + GAME_ENTITY_ENEMY_PROJECTILE, + GAME_ENTITY_PICKUP +} GameEntityType; + +typedef struct ComponentGameEntityType +{ + ECSComponent component; + GameEntityType type; +} ComponentGameEntityType; + +void component_game_entity_type_init(ComponentGameEntityType* self, GameEntityType type); + +static const ECSComponentInfo COMPONENT_GAME_ENTITY_TYPE_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + NULL, + NULL + } + }, + .type = ECS_COMPONENT_GAME_ENTITY_TYPE, + .size = sizeof(ComponentGameEntityType) +}; + + diff --git a/src/game/ecs/component/stat/component_goodies.c b/src/game/ecs/component/stat/component_goodies.c new file mode 100644 index 0000000..48186f9 --- /dev/null +++ b/src/game/ecs/component/stat/component_goodies.c @@ -0,0 +1,8 @@ +#include "component_goodies.h" + +/* Ticks goodies component. */ +void +component_goodies_tick(ComponentGoodies* self, ECS* ecs) +{ + +} diff --git a/src/game/ecs/component/stat/component_goodies.h b/src/game/ecs/component/stat/component_goodies.h new file mode 100644 index 0000000..464ecb5 --- /dev/null +++ b/src/game/ecs/component/stat/component_goodies.h @@ -0,0 +1,28 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +typedef struct ComponentGoodies +{ + ECSComponent component; + u32 value; +} ComponentGoodies; + +void component_goodies_tick(ComponentGoodies* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_GOODIES_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_goodies_tick, + NULL + } + }, + .type = ECS_COMPONENT_GOODIES, + .size = sizeof(ComponentGoodies) +}; diff --git a/src/game/ecs/component/stat/component_lifetime.c b/src/game/ecs/component/stat/component_lifetime.c deleted file mode 100644 index 85288c2..0000000 --- a/src/game/ecs/component/stat/component_lifetime.c +++ /dev/null @@ -1,19 +0,0 @@ -#include "component_lifetime.h" - -/* Sets lifetime component info. */ -void -component_lifetime_init(ComponentLifetime* self, u32 lifetime) -{ - self->lifetimeMax = lifetime; - self->lifetime = self->lifetimeMax; -} - -/* Ticks lifetime component; when it hits 0, poof. */ -void -component_lifetime_tick(ComponentLifetime* self, ECS* ecs) -{ - self->lifetime--; - - if (self->lifetime <= 0) - ecs_entity_delete(ecs, self->component.id); -} diff --git a/src/game/ecs/component/stat/component_lifetime.h b/src/game/ecs/component/stat/component_lifetime.h deleted file mode 100644 index 6f067d5..0000000 --- a/src/game/ecs/component/stat/component_lifetime.h +++ /dev/null @@ -1,30 +0,0 @@ -#pragma once - -#include "../../../GAME_COMMON.h" -#include "../../ecs_entity.h" - -typedef struct ComponentLifetime -{ - ECSComponent component; - u32 lifetimeMax; - u32 lifetime; -} ComponentLifetime; - -void component_lifetime_init(ComponentLifetime* self, u32 lifetime); -void component_lifetime_tick(ComponentLifetime* self, ECS* ecs); - -static const ECSComponentInfo COMPONENT_LIFETIME_INFO = -{ - .system = - { - .functions = - { - NULL, - NULL, - (ECSFunction)component_lifetime_tick, - NULL - } - }, - .type = ECS_COMPONENT_LIFETIME, - .size = sizeof(ComponentLifetime) -}; diff --git a/src/game/ecs/component/stat/component_redirect.c b/src/game/ecs/component/stat/component_redirect.c deleted file mode 100644 index b587bdb..0000000 --- a/src/game/ecs/component/stat/component_redirect.c +++ /dev/null @@ -1,19 +0,0 @@ -#include "component_redirect.h" - -/* Sets redirect component info. */ -void -component_redirect_init(ComponentRedirect* self, u32 max) -{ - self->max = max; - self->value = self->max; -} - -/* Ticks redirect component. If redirects are depleted, marks as out. */ -void -component_redirect_tick(ComponentRedirect* self, ECS* ecs) -{ - if (self->value <= 0) - self->isOut = true; - else - self->isOut = false; -} diff --git a/src/game/ecs/component/stat/component_redirect.h b/src/game/ecs/component/stat/component_redirect.h deleted file mode 100644 index e045d83..0000000 --- a/src/game/ecs/component/stat/component_redirect.h +++ /dev/null @@ -1,33 +0,0 @@ -#pragma once - -#include "../../../GAME_COMMON.h" -#include "../../ecs_entity.h" - -typedef struct ComponentRedirect -{ - ECSComponent component; - u32 max; - u32 value; - bool isOut; -} ComponentRedirect; - -void component_redirect_init(ComponentRedirect* self, u32 max); -void component_redirect_tick(ComponentRedirect* self, ECS* ecs); - -static const ECSComponentInfo COMPONENT_REDIRECT_INFO = -{ - .system = - { - .functions = - { - NULL, - NULL, - (ECSFunction)component_redirect_tick, - NULL - } - }, - .type = ECS_COMPONENT_REDIRECT, - .size = sizeof(ComponentRedirect) -}; - - diff --git a/src/game/ecs/component/stat/component_redirects.c b/src/game/ecs/component/stat/component_redirects.c new file mode 100644 index 0000000..34723c3 --- /dev/null +++ b/src/game/ecs/component/stat/component_redirects.c @@ -0,0 +1,19 @@ +#include "component_redirects.h" + +/* Sets redirects component info. */ +void +component_redirects_init(ComponentRedirects* self, u32 max) +{ + self->max = max; + self->value = self->max; +} + +/* Ticks redirects component. If redirectss are depleted, marks as out. */ +void +component_redirects_tick(ComponentRedirects* self, ECS* ecs) +{ + if (self->value <= 0) + self->isOut = true; + else + self->isOut = false; +} diff --git a/src/game/ecs/component/stat/component_redirects.h b/src/game/ecs/component/stat/component_redirects.h new file mode 100644 index 0000000..1ab4b93 --- /dev/null +++ b/src/game/ecs/component/stat/component_redirects.h @@ -0,0 +1,33 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +typedef struct ComponentRedirects +{ + ECSComponent component; + u32 max; + u32 value; + bool isOut; +} ComponentRedirects; + +void component_redirects_init(ComponentRedirects* self, u32 max); +void component_redirects_tick(ComponentRedirects* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_REDIRECTS_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_redirects_tick, + NULL + } + }, + .type = ECS_COMPONENT_REDIRECTS, + .size = sizeof(ComponentRedirects) +}; + + diff --git a/src/game/ecs/component/stat/component_upgrades.c b/src/game/ecs/component/stat/component_upgrades.c new file mode 100644 index 0000000..cf2c2d6 --- /dev/null +++ b/src/game/ecs/component/stat/component_upgrades.c @@ -0,0 +1,65 @@ +#include "component_upgrades.h" + +/* DEPENDENCIES: Redirects, Ammo, ActionShoot */ + +/* Sets values for various components relating to upgrades. */ +static void +_component_upgrades_set(ComponentUpgrades* self, ECS* ecs) +{ + ComponentActionShoot* actionShoot; + ComponentRedirects* redirects; + ComponentAmmo* ammo; + + actionShoot = ecs_component_get(ecs, ECS_COMPONENT_ACTION_SHOOT, self->component.id); + redirects = ecs_component_get(ecs, ECS_COMPONENT_REDIRECTS, self->component.id); + ammo = ecs_component_get(ecs, ECS_COMPONENT_AMMO, self->component.id); + + if (self->currentLevels[UPGRADE_AMMO] != self->previousLevels[UPGRADE_AMMO]) + { + s32 difference; + + difference = (self->currentLevels[UPGRADE_AMMO] - self->previousLevels[UPGRADE_AMMO]); + + ammo->value += difference; + ammo->max += difference; + } + + if (self->currentLevels[UPGRADE_REDIRECTS] != self->previousLevels[UPGRADE_REDIRECTS]) + { + s32 difference; + + difference = (self->currentLevels[UPGRADE_REDIRECTS] - self->previousLevels[UPGRADE_REDIRECTS]); + + redirects->value += difference; + redirects->max += difference; + } + + if (self->currentLevels[UPGRADE_SPEED] > 1) + { + actionShoot->speed = + ( + (1 + (self->currentLevels[UPGRADE_SPEED] * COMPONENT_UPGRADES_SPEED_LEVEL_MULTIPLIER)) * + actionShoot->baseSpeed + ); + } + else + actionShoot->speed = actionShoot->baseSpeed; +} + +/* Adds an upgrades component. */ +void +component_upgrades_add(ComponentUpgrades* self, ECS* ecs) +{ + memcpy(self->currentLevels, COMPONENT_UPGRADES_LEVELS_DEFAULT, sizeof(u32) * UPGRADE_COUNT); + memcpy(self->previousLevels, self->currentLevels, sizeof(u32) * UPGRADE_COUNT); +} + +/* Ticks upgrade component. */ +void +component_upgrades_tick(ComponentUpgrades* self, ECS* ecs) +{ + if (memcmp(self->currentLevels, self->previousLevels, sizeof(u32) * UPGRADE_COUNT) != 0) + _component_upgrades_set(self, ecs); + + memcpy(self->previousLevels, self->currentLevels, sizeof(u32) * UPGRADE_COUNT); +} diff --git a/src/game/ecs/component/stat/component_upgrades.h b/src/game/ecs/component/stat/component_upgrades.h new file mode 100644 index 0000000..1a2eb66 --- /dev/null +++ b/src/game/ecs/component/stat/component_upgrades.h @@ -0,0 +1,54 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../../input/input.h" +#include "../../ecs_entity.h" + +#include "component_ammo.h" +#include "component_redirects.h" +#include "../action/component_action_shoot.h" + +#define COMPONENT_UPGRADES_SPEED_LEVEL_MULTIPLIER 0.15 + +#define UPGRADE_COUNT UPGRADE_SPEED + 1 +typedef enum UpgradeType +{ + UPGRADE_AMMO, + UPGRADE_REDIRECTS, + UPGRADE_SPEED +} UpgradeType; + +typedef struct ComponentUpgrades +{ + ECSComponent component; + u32 currentLevels[UPGRADE_COUNT]; + u32 previousLevels[UPGRADE_COUNT]; +} ComponentUpgrades; + +static const u32 COMPONENT_UPGRADES_LEVELS_DEFAULT[UPGRADE_COUNT] = +{ + 1, + 1, + 1 +}; + +void component_upgrades_add(ComponentUpgrades* self, ECS* ecs); +void component_upgrades_tick(ComponentUpgrades* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_UPGRADES_INFO = +{ + .system = + { + .functions = + { + (ECSFunction)component_upgrades_add, + NULL, + (ECSFunction)component_upgrades_tick, + NULL + } + }, + .type = ECS_COMPONENT_UPGRADES, + .size = sizeof(ComponentUpgrades) +}; + + diff --git a/src/game/ecs/ecs.h b/src/game/ecs/ecs.h index c5c2770..c8dc7af 100644 --- a/src/game/ecs/ecs.h +++ b/src/game/ecs/ecs.h @@ -1,55 +1,76 @@ #pragma once -#include "component/action/component_action_delete_on_touch.h" -#include "component/action/component_action_on_delete_give_ammo.h" -#include "component/action/component_action_return.h" -#include "component/action/component_action_redirect.h" -#include "component/action/component_action_lock.h" -#include "component/action/component_action_shoot.h" #include "component/action/component_action_damage.h" +#include "component/action/component_action_delete_on_timer.h" +#include "component/action/component_action_delete_on_touch_game_entity_type.h" +#include "component/action/component_action_delete_on_touch_entity.h" +#include "component/action/component_action_lock.h" +#include "component/action/component_action_on_delete_give_ammo.h" +#include "component/action/component_action_on_delete_give_goodies.h" +#include "component/action/component_action_grip.h" +#include "component/action/component_action_gripped.h" +#include "component/action/component_action_redirect.h" +#include "component/action/component_action_return.h" +#include "component/action/component_action_shoot.h" +#include "component/animation/component_animation_color_change.h" +#include "component/component_character.h" #include "component/component_game_object.h" #include "component/component_physics.h" #include "component/component_sprite.h" #include "component/control/component_control_aim.h" -#include "component/control/component_control_move.h" -#include "component/control/component_control_shoot.h" -#include "component/control/component_control_redirect.h" #include "component/control/component_control_lock.h" -#include "component/control/component_control_recall.h" +#include "component/control/component_control_move.h" #include "component/control/component_control_player.h" +#include "component/control/component_control_recall.h" +#include "component/control/component_control_redirect.h" +#include "component/control/component_control_shoot.h" +#include "component/entity/component_pickup.h" +#include "component/stat/component_act_entity.h" +#include "component/stat/component_allegiance.h" #include "component/stat/component_ammo.h" +#include "component/stat/component_game_entity_type.h" +#include "component/stat/component_goodies.h" #include "component/stat/component_health.h" -#include "component/stat/component_redirect.h" -#include "component/stat/component_lifetime.h" -#include "component/component_character.h" +#include "component/stat/component_redirects.h" +#include "component/stat/component_upgrades.h" #include "ecs_component.h" static const ECSComponentInfo ECS_COMPONENT_INFO[ECS_COMPONENT_COUNT] = { - COMPONENT_PHYSICS_INFO, COMPONENT_ACTION_ON_DELETE_GIVE_AMMO_INFO, + COMPONENT_ACTION_ON_DELETE_GIVE_GOODIES_INFO, + COMPONENT_ANIMATION_COLOR_CHANGE_INFO, + COMPONENT_PHYSICS_INFO, + COMPONENT_SPRITE_INFO, + COMPONENT_GAME_OBJECT_INFO, + COMPONENT_CHARACTER_INFO, + COMPONENT_PICKUP_INFO, COMPONENT_ACTION_SHOOT_INFO, + COMPONENT_ACTION_LOCK_INFO, COMPONENT_ACTION_RETURN_INFO, COMPONENT_ACTION_REDIRECT_INFO, - COMPONENT_ACTION_LOCK_INFO, COMPONENT_ACTION_DAMAGE_INFO, + COMPONENT_ACTION_GRIP_INFO, + COMPONENT_ACTION_GRIPPED_INFO, COMPONENT_CONTROL_MOVE_INFO, COMPONENT_CONTROL_SHOOT_INFO, COMPONENT_CONTROL_AIM_INFO, COMPONENT_CONTROL_REDIRECT_INFO, COMPONENT_CONTROL_LOCK_INFO, COMPONENT_CONTROL_RECALL_INFO, + COMPONENT_CONTROL_PLAYER_INFO, + COMPONENT_ACT_ENTITY_INFO, COMPONENT_HEALTH_INFO, COMPONENT_AMMO_INFO, - COMPONENT_REDIRECT_INFO, + COMPONENT_GOODIES_INFO, + COMPONENT_REDIRECTS_INFO, COMPONENT_ALLEGIANCE_INFO, - COMPONENT_SPRITE_INFO, - COMPONENT_GAME_OBJECT_INFO, - COMPONENT_CHARACTER_INFO, - COMPONENT_CONTROL_PLAYER_INFO, - COMPONENT_LIFETIME_INFO, - COMPONENT_ACTION_DELETE_ON_TOUCH_INFO + COMPONENT_GAME_ENTITY_TYPE_INFO, + COMPONENT_UPGRADES_INFO, + COMPONENT_ACTION_DELETE_ON_TIMER_INFO, + COMPONENT_ACTION_DELETE_ON_TOUCH_ENTITY_INFO, + COMPONENT_ACTION_DELETE_ON_TOUCH_GAME_ENTITY_TYPE_INFO }; void ecs_tick(ECS* self); diff --git a/src/game/ecs/entity/play/entity_goodie.c b/src/game/ecs/entity/play/entity_goodie.c new file mode 100644 index 0000000..1ed3daf --- /dev/null +++ b/src/game/ecs/entity/play/entity_goodie.c @@ -0,0 +1,35 @@ +#include "entity_goodie.h" + +/* Initializes a goodie entity. */ +void +entity_goodie_init(ECS* ecs, u32 id, vec3 position, vec3 velocity, f32 height) +{ + ComponentPickup* pickup; + ComponentActionOnDeleteGiveGoodies* actionOnDeleteGiveGoodies; + + pickup = ecs_component_add(ecs, ECS_COMPONENT_PICKUP, id); + actionOnDeleteGiveGoodies = ecs_component_add(ecs, ECS_COMPONENT_ACTION_ON_DELETE_GIVE_GOODIES, id); + + component_pickup_init + ( + + pickup, + ecs, + ecs->game->resources.textures[TEXTURE_GOODIES], + (s32*)GOODIE_FRAME_SIZE, + (s32*)GOODIE_ATLAS_SIZE, + (f32*)GOODIE_SIZE, + (f32*)GOODIE_PHYSICS_SIZE, + position, + (f32*)COLOR_OPAQUE, + GOODIE_FRICTION, + GOODIE_VELOCITY_MAX, + (f32*)velocity, + height, + GOODIE_PICKUP_TIME, + GOODIE_PICKUP_FADE_THRESHOLD, + GOODIE_PICKUP_GAME_ENTITY_TYPE + ); + + component_action_on_delete_give_goodies_init(actionOnDeleteGiveGoodies, GOODIE_PICKUP_VALUE); +} diff --git a/src/game/ecs/entity/play/entity_goodie.h b/src/game/ecs/entity/play/entity_goodie.h new file mode 100644 index 0000000..95a8645 --- /dev/null +++ b/src/game/ecs/entity/play/entity_goodie.h @@ -0,0 +1,19 @@ +#pragma once + +#include "../../ecs_component.h" +#include "../../component/entity/component_pickup.h" +#include "../../component/action/component_action_on_delete_give_goodies.h" + +#define GOODIE_FRICTION 0.95 +#define GOODIE_VELOCITY_MAX 50 +#define GOODIE_PICKUP_TIME 600 +#define GOODIE_PICKUP_FADE_THRESHOLD 60 +#define GOODIE_PICKUP_VALUE 1 +#define GOODIE_PICKUP_GAME_ENTITY_TYPE GAME_ENTITY_PLAYER + +static const vec2 GOODIE_SIZE = {50.0f, 50.0f}; +static const ivec2 GOODIE_FRAME_SIZE = {312, 312}; +static const ivec2 GOODIE_ATLAS_SIZE = {1, 1}; +static const vec2 GOODIE_PHYSICS_SIZE = {90.0f, 30.0f}; + +void entity_goodie_init(ECS* ecs, u32 id, vec3 position, vec3 velocity, f32 height); diff --git a/src/game/ecs/entity/play/entity_player.c b/src/game/ecs/entity/play/entity_player.c index 304b6ae..420f44f 100644 --- a/src/game/ecs/entity/play/entity_player.c +++ b/src/game/ecs/entity/play/entity_player.c @@ -7,15 +7,20 @@ entity_player_init(ECS* ecs, u32 id, vec3 position) ComponentActionShoot* actionShoot; ComponentAmmo* ammo; ComponentCharacter* character; - ComponentHealth* health; - ComponentRedirect* redirect; ComponentControlPlayer* controlPlayer; + ComponentGameEntityType* gameEntityType; + ComponentHealth* health; + ComponentRedirects* redirects; - character = ecs_component_add(ecs, ECS_COMPONENT_CHARACTER, id); - ammo = ecs_component_add(ecs, ECS_COMPONENT_AMMO, id); actionShoot = ecs_component_add(ecs, ECS_COMPONENT_ACTION_SHOOT, id); - redirect = ecs_component_add(ecs, ECS_COMPONENT_REDIRECT, id); + ammo = ecs_component_add(ecs, ECS_COMPONENT_AMMO, id); + character = ecs_component_add(ecs, ECS_COMPONENT_CHARACTER, id); controlPlayer = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_PLAYER, id); + redirects = ecs_component_add(ecs, ECS_COMPONENT_REDIRECTS, id); + gameEntityType = ecs_component_add(ecs, ECS_COMPONENT_GAME_ENTITY_TYPE, id); + + ecs_component_add(ecs, ECS_COMPONENT_UPGRADES, id); + ecs_component_add(ecs, ECS_COMPONENT_GOODIES, id); component_character_init ( @@ -27,7 +32,6 @@ entity_player_init(ECS* ecs, u32 id, vec3 position) (f32*)PLAYER_SIZE, (f32*)PLAYER_PHYSICS_SIZE, position, - (f32*)PLAYER_OFFSET, (f32*)COLOR_OPAQUE, PLAYER_FRICTION, PLAYER_VELOCITY_MAX, @@ -40,7 +44,8 @@ entity_player_init(ECS* ecs, u32 id, vec3 position) actionShoot, (ProjectileInit)entity_snake_init, PLAYER_ACTION_SHOOT_SPEED, - PLAYER_ACTION_SHOOT_OFFSET + PLAYER_ACTION_SHOOT_OFFSET, + PLAYER_ACTION_SHOOT_HEIGHT ); component_control_player_init @@ -52,6 +57,7 @@ entity_player_init(ECS* ecs, u32 id, vec3 position) PLAYER_CONTROL_SHOOT_COOLDOWN ); - component_ammo_init(ammo, PLAYER_AMMO_MAX); - component_redirect_init(redirect, PLAYER_REDIRECT_MAX); + component_ammo_init(ammo, PLAYER_AMMO_START); + component_redirects_init(redirects, PLAYER_REDIRECTS_START); + component_game_entity_type_init(gameEntityType, PLAYER_GAME_ENTITY_TYPE); } diff --git a/src/game/ecs/entity/play/entity_player.h b/src/game/ecs/entity/play/entity_player.h index 5be7dc3..79f908e 100644 --- a/src/game/ecs/entity/play/entity_player.h +++ b/src/game/ecs/entity/play/entity_player.h @@ -4,7 +4,10 @@ #include "../../component/component_character.h" #include "../../component/control/component_control_player.h" #include "../../component/stat/component_ammo.h" -#include "../../component/stat/component_redirect.h" +#include "../../component/stat/component_goodies.h" +#include "../../component/stat/component_redirects.h" +#include "../../component/stat/component_upgrades.h" +#include "../../component/stat/component_game_entity_type.h" #include "../../ecs_component.h" #include "entity_snake.h" @@ -13,18 +16,19 @@ #define PLAYER_FRICTION 0.875 #define PLAYER_VELOCITY_MAX 8 #define PLAYER_ACTION_SHOOT_SPEED 15 -#define PLAYER_ACTION_SHOOT_OFFSET 32 +#define PLAYER_ACTION_SHOOT_HEIGHT 25.0f +#define PLAYER_ACTION_SHOOT_OFFSET 100.0f #define PLAYER_CONTROL_SHOOT_COOLDOWN 12 #define PLAYER_CONTROL_REDIRECT_ANGLE_THRESHOLD 15 // Degrees -#define PLAYER_AMMO_MAX 5 +#define PLAYER_AMMO_START 1 #define PLAYER_HEALTH_MAX 3 -#define PLAYER_REDIRECT_MAX 5 +#define PLAYER_REDIRECTS_START 1 +#define PLAYER_GAME_ENTITY_TYPE GAME_ENTITY_PLAYER #define PLAYER_ALLEGIANCE ALLEGIANCE_PLAYER static const ivec2 PLAYER_FRAME_SIZE = {512, 512}; static const ivec2 PLAYER_ATLAS_SIZE = {1, 1}; -static const vec2 PLAYER_SIZE = {50.0f, 100.0f}; -static const vec2 PLAYER_PHYSICS_SIZE = {50.0f, 50.0f}; -static const vec3 PLAYER_OFFSET = {0.0f, -50.0f, 0.0f}; +static const vec2 PLAYER_SIZE = {75.0f, 150.0f}; +static const vec2 PLAYER_PHYSICS_SIZE = {60.0f, 20.0f}; void entity_player_init(ECS* ecs, u32 id, vec3 position); diff --git a/src/game/ecs/entity/play/entity_shadow.c b/src/game/ecs/entity/play/entity_shadow.c new file mode 100644 index 0000000..a8c4d4a --- /dev/null +++ b/src/game/ecs/entity/play/entity_shadow.c @@ -0,0 +1,8 @@ +#include "entity_shadow.h" + +/* Initializes a shadow entity. */ +void +entity_shadow_init(ECS* ecs, u32 id) +{ + ecs_component_add(ecs, ECS_COMPONENT_SPRITE, id); +} diff --git a/src/game/ecs/entity/play/entity_shadow.h b/src/game/ecs/entity/play/entity_shadow.h new file mode 100644 index 0000000..993ead4 --- /dev/null +++ b/src/game/ecs/entity/play/entity_shadow.h @@ -0,0 +1,6 @@ +#pragma once + +#include "../../component/component_sprite.h" +#include "../../ecs_component.h" + +void entity_shadow_init(ECS* ecs, u32 id); diff --git a/src/game/ecs/entity/play/entity_snake.c b/src/game/ecs/entity/play/entity_snake.c index 50cfee0..3710fc8 100644 --- a/src/game/ecs/entity/play/entity_snake.c +++ b/src/game/ecs/entity/play/entity_snake.c @@ -20,6 +20,8 @@ entity_snake_init(ECS* ecs, u32 id, vec3 position, u32 sender) actionLock = ecs_component_add(ecs, ECS_COMPONENT_ACTION_LOCK, id); allegiance = ecs_component_add(ecs, ECS_COMPONENT_ALLEGIANCE, id); + ecs_component_add(ecs, ECS_COMPONENT_ACTION_GRIP, id); + component_game_object_init ( gameObject, @@ -28,11 +30,12 @@ entity_snake_init(ECS* ecs, u32 id, vec3 position, u32 sender) (f32*)SNAKE_SIZE, (f32*)SNAKE_PHYSICS_SIZE, position, - (f32*)SNAKE_OFFSET, (f32*)COLOR_OPAQUE, SNAKE_FRICTION, - SNAKE_VELOCITY_MAX - )sssss + SNAKE_VELOCITY_MAX, + SNAKE_GAME_OBJECT_IS_BOUNCE, + SNAKE_GAME_OBJECT_IS_AFFECTED_BY_GRAVITY + ); component_action_return_init ( diff --git a/src/game/ecs/entity/play/entity_snake.h b/src/game/ecs/entity/play/entity_snake.h index 5d3cb69..6980435 100644 --- a/src/game/ecs/entity/play/entity_snake.h +++ b/src/game/ecs/entity/play/entity_snake.h @@ -7,23 +7,25 @@ #include "../../component/action/component_action_on_delete_give_ammo.h" #include "../../component/action/component_action_lock.h" #include "../../component/action/component_action_damage.h" +#include "../../component/action/component_action_grip.h" #define SNAKE_SPEED 1 #define SNAKE_FRICTION 1 -#define SNAKE_VELOCITY_MAX 15 +#define SNAKE_VELOCITY_MAX 50 #define SNAKE_ACTION_RETURN_SPEED 1 #define SNAKE_ACTION_RETURN_VELOCITY_MAX 20 -#define SNAKE_ACTION_RETURN_LIFETIME 20 +#define SNAKE_ACTION_RETURN_LIFETIME 25 #define SNAKE_ACTION_DAMAGE_VALUE 1 #define SNAKE_ACTION_RETURN_MULTIPLIER 1.15 #define SNAKE_ACTION_ON_DELETE_GIVE_AMMO_VALUE 1 -#define SNAKE_ACTION_REDIRECT_MULTIPLIER 1.15 +#define SNAKE_ACTION_REDIRECT_MULTIPLIER 1.05 #define SNAKE_ALLEGIANCE ALLEGIANCE_PLAYER #define SNAKE_ACTION_LOCK_SELECT_RADIUS 100.0f #define SNAKE_ACTION_LOCK_COOLDOWN 300 +#define SNAKE_GAME_OBJECT_IS_AFFECTED_BY_GRAVITY false +#define SNAKE_GAME_OBJECT_IS_BOUNCE false -static const vec2 SNAKE_SIZE = {25.0f, 25.0f}; -static const vec2 SNAKE_PHYSICS_SIZE = {25.0f, 25.0f}; -static const vec3 SNAKE_OFFSET = {0.0f, -50.0f, 0.0f}; +static const vec2 SNAKE_SIZE = {75.0f, 75.0f}; +static const vec2 SNAKE_PHYSICS_SIZE = {45.0f, 15.0f}; void entity_snake_init(ECS* ecs, u32 id, vec3 position, u32 sender); diff --git a/src/game/ecs/entity/play/entity_wave.c b/src/game/ecs/entity/play/entity_wave.c new file mode 100644 index 0000000..ee36168 --- /dev/null +++ b/src/game/ecs/entity/play/entity_wave.c @@ -0,0 +1,8 @@ +#include "entity_wave.h" + +/* Initializes a wave entity. */ +void +entity_wave_init(ECS* ecs, u32 id, WaveType type) +{ + +} diff --git a/src/game/ecs/entity/play/entity_wave.h b/src/game/ecs/entity/play/entity_wave.h new file mode 100644 index 0000000..f78e2a8 --- /dev/null +++ b/src/game/ecs/entity/play/entity_wave.h @@ -0,0 +1,11 @@ +#pragma once + +#include "../../ecs_component.h" + +typedef enum WaveType +{ + WAVE_COMBAT, + WAVE_CHILL +} WaveType; + +void entity_wave_init(ECS* ecs, u32 id, WaveType type); diff --git a/src/game/game.c b/src/game/game.c index 4f5cf30..174fec9 100644 --- a/src/game/game.c +++ b/src/game/game.c @@ -27,13 +27,16 @@ _game_quit(Game* self) static void _game_tick(Game* self) { + if (!self->isPaused) ecs_tick(&self->ecs); input_update(&self->input); + if (input_press(&self->input, INPUT_PAUSE)) + self->isPaused = !self->isPaused; + if (event_press(&self->input.event, EVENT_QUIT)) _game_quit(self); - } /* Main game draw function. */ @@ -55,6 +58,8 @@ game_init(Game* self) { memset(self, '\0', sizeof(Game)); + RANDOM_SEED_SET(time(NULL)); + resource_shader_read(&self->resources); sdl_init(); diff --git a/src/game/game.h b/src/game/game.h index bd61d69..496c349 100644 --- a/src/game/game.h +++ b/src/game/game.h @@ -6,7 +6,7 @@ static const ivec2 WINDOW_SIZE = {1280, 720}; static const vec2 WORLD_SIZE = {1980.0f, 1080.0f}; -static const vec4 RENDERER_CLEAR_COLOR = {0.0f, 0.0f, 0.0f, 1.0f}; +static const vec4 RENDERER_CLEAR_COLOR = {0.785f, 0.685f, 0.900f, 1.0f}; void game_init(Game* game); void game_loop(Game* game); diff --git a/src/game/input/INPUT_COMMON.h b/src/game/input/INPUT_COMMON.h index 1286a59..029fdeb 100644 --- a/src/game/input/INPUT_COMMON.h +++ b/src/game/input/INPUT_COMMON.h @@ -4,7 +4,7 @@ #include "../../engine/keyboard.h" #include "../../engine/mouse.h" -#define INPUT_COUNT INPUT_RECALL + 1 +#define INPUT_COUNT INPUT_PAUSE + 1 typedef enum InputType { INPUT_LEFT, @@ -16,6 +16,7 @@ typedef enum InputType INPUT_REDIRECT, INPUT_LOCK, INPUT_RECALL, + INPUT_PAUSE } InputType; typedef struct KeyboardInputEntry diff --git a/src/game/input/input.h b/src/game/input/input.h index 9732f43..c5ea597 100644 --- a/src/game/input/input.h +++ b/src/game/input/input.h @@ -189,6 +189,24 @@ static const MouseInputEntry INPUT_MOUSE_RECALL_ENTRY = .count = 0 }; +#define INPUT_PAUSE_KEY_COUNT 1 +static const KeyboardKeyType INPUT_PAUSE_KEYS[INPUT_PAUSE_KEY_COUNT] = +{ + KEYBOARD_KEY_P, +}; + +static const KeyboardInputEntry INPUT_KEYBOARD_PAUSE_ENTRY = +{ + .types = (KeyboardKeyType*)INPUT_PAUSE_KEYS, + .count = INPUT_PAUSE_KEY_COUNT +}; + +static const MouseInputEntry INPUT_MOUSE_PAUSE_ENTRY = +{ + .types = NULL, + .count = 0 +}; + static const KeyboardInputEntry INPUT_KEYBOARD_ENTRIES[INPUT_COUNT] = { INPUT_KEYBOARD_LEFT_ENTRY, @@ -200,6 +218,7 @@ static const KeyboardInputEntry INPUT_KEYBOARD_ENTRIES[INPUT_COUNT] = INPUT_KEYBOARD_REDIRECT_ENTRY, INPUT_KEYBOARD_LOCK_ENTRY, INPUT_KEYBOARD_RECALL_ENTRY, + INPUT_KEYBOARD_PAUSE_ENTRY, }; static const MouseInputEntry INPUT_MOUSE_ENTRIES[INPUT_COUNT] = @@ -213,6 +232,7 @@ static const MouseInputEntry INPUT_MOUSE_ENTRIES[INPUT_COUNT] = INPUT_MOUSE_REDIRECT_ENTRY, INPUT_MOUSE_LOCK_ENTRY, INPUT_MOUSE_RECALL_ENTRY, + INPUT_MOUSE_PAUSE_ENTRY }; void input_init(Input* self); diff --git a/src/game/resource/RESOURCE_COMMON.h b/src/game/resource/RESOURCE_COMMON.h index 02922cf..4c4afb8 100644 --- a/src/game/resource/RESOURCE_COMMON.h +++ b/src/game/resource/RESOURCE_COMMON.h @@ -29,17 +29,21 @@ static const ShaderPaths SHADER_PATHS[SHADER_COUNT] = } }; -#define TEXTURE_COUNT TEXTURE_SNAKE + 1 +#define TEXTURE_COUNT TEXTURE_SHADOW + 1 typedef enum TextureType { TEXTURE_PLAYER, - TEXTURE_SNAKE + TEXTURE_SNAKE, + TEXTURE_GOODIES, + TEXTURE_SHADOW, } TextureType; static const char* TEXTURE_PATHS[TEXTURE_COUNT] = { "res/gfx/player.png", - "res/gfx/snake.png" + "res/gfx/snake.png", + "res/gfx/goodies.png", + "res/gfx/shadow.png", }; typedef struct Resources diff --git a/src/game/state/play/PLAY_COMMON.h b/src/game/state/play/PLAY_COMMON.h index e8735da..de7b0db 100644 --- a/src/game/state/play/PLAY_COMMON.h +++ b/src/game/state/play/PLAY_COMMON.h @@ -9,5 +9,5 @@ typedef struct Play { State* state; u32 player; + u32 waveTimer; } Play; - diff --git a/src/game/state/play/play.c b/src/game/state/play/play.c index 0fa1d6f..d3c334e 100644 --- a/src/game/state/play/play.c +++ b/src/game/state/play/play.c @@ -9,11 +9,38 @@ play_init(Play* self, State* state) self->state = state; self->player = ecs_entity_add(&self->state->game->ecs); - + entity_player_init ( &self->state->game->ecs, self->player, (f32*)PLAY_PLAYER_POSITION ); + + for (s32 i = 0; i < 100; i++) + { + u32 test; + vec3 vec; + vec3 pos = {990.0f, 480.0f, 0.0f}; + f32 height; + + test = ecs_entity_add(&self->state->game->ecs); + + vec[0] = RANDOM_F32(-50.0f, 50.0f); + vec[1] = RANDOM_F32(-50.0f, 50.0f); + vec[2] = 0.0f; + + height = RANDOM_F32(0.0f, 1000.0f); + + entity_goodie_init + ( + &self->state->game->ecs, + test, + pos, + vec, + height + ); + + + } } diff --git a/src/game/state/play/play.h b/src/game/state/play/play.h index 4a8a5bd..38b2569 100644 --- a/src/game/state/play/play.h +++ b/src/game/state/play/play.h @@ -5,6 +5,7 @@ #include "../../ecs/ecs.h" #include "../../ecs/entity/play/entity_player.h" +#include "../../ecs/entity/play/entity_goodie.h" static const vec3 PLAY_PLAYER_POSITION = {600.0f, 400.0f, 0.0f}; @@ -15,11 +16,13 @@ static const ShaderType PLAY_SHADERS[PLAY_SHADER_COUNT] = SHADER_COLOR_QUAD }; -#define PLAY_TEXTURE_COUNT 2 +#define PLAY_TEXTURE_COUNT 4 static const TextureType PLAY_TEXTURES[PLAY_TEXTURE_COUNT] = { TEXTURE_PLAYER, - TEXTURE_SNAKE + TEXTURE_SNAKE, + TEXTURE_GOODIES, + TEXTURE_SHADOW }; void play_init(Play* play, State* state);